void Player::jumpTo(int i) { // Reset user delay m_userDelay = 0; bool playing = m_timer.isActive(); m_timer.stop(); // Get subtitle in script const Subtitle *subtitle = m_script->subtitleAt(i); qint64 start_mss = subtitle->msseStart(); setElapsedTime(start_mss); // Show it ! updateCurrent(start_mss + 1); // Continuous play, even while pause if (playing) { m_timer.start(); } else { m_pauseTotal = 0; if (m_pauseStart > 0) m_pauseStart = tick(); if (m_autoHideEnabled) { m_pauseStart = tick(); m_autoHideDuration = duration(subtitle); m_timerAutoHide.start(); } } }
TEST_F(ConstantVelocityTransitionAnimatorTest, should_interpolate_position_according_to_time) { animator.addTransition(FIRST, SECOND, sprite); animator.updateFrame(); assertDrawAt(sprite, FIRST); setElapsedTime(FIRST_SECOND_DISTANCE / VELOCITY / 2); animator.updateFrame(); assertDrawAt(sprite, FIRST_SECOND_MIDPOINT); setElapsedTime(FIRST_SECOND_DISTANCE / VELOCITY + 1); // saturate animator.updateFrame(); assertDrawAt(sprite, SECOND); }
/*! * Explicit constructor. */ AnnotatorPerformanceAnnotation::AnnotatorPerformanceAnnotation(CAS& aCas, const UnicodeString& annotatorName, long elapsedMillis) : AnnotationWrapper(aCas) { FSIndexRepository& indexRep = aCas.getIndexRepository(); annotation = aCas.createAnnotation(tAnnotatorPerformanceAnnotation, 0, 0); setComponentName(annotatorName); setElapsedTime(elapsedMillis); indexRep.addFS(annotation); }
TEST_F(ConstantVelocityTransitionAnimatorTest, should_when_there_are_no_active_transitions) { ASSERT_TRUE(animator.isFinished()); animator.addTransition(FIRST, SECOND, sprite); animator.addTransition(FIRST2, SECOND2, sprite2); ASSERT_FALSE(animator.isFinished()); setElapsedTime(FIRST_SECOND_DISTANCE / VELOCITY + 1); animator.updateFrame(); ASSERT_FALSE(animator.isFinished()); setElapsedTime(FIRST2_SECOND2_DISTANCE / VELOCITY + 1); animator.updateFrame(); ASSERT_TRUE(animator.isFinished()); }
TEST_F(ConstantVelocityTransitionAnimatorTest, should_handle_multiple_transitions) { animator.addTransition(FIRST, SECOND, sprite); setElapsedTime(FIRST_SECOND_DISTANCE / VELOCITY / 2); animator.addTransition(FIRST2, SECOND2, sprite2); animator.updateFrame(); InSequence order; EXPECT_CALL(*sprite, drawAt(FIRST_SECOND_MIDPOINT)); EXPECT_CALL(*sprite2, drawAt(FIRST2)); animator.drawFrame(); }
void CSLevel::preFrame(const float &elapsedtime) { // remember this setElapsedTime(elapsedtime); // let the physx world do it's thing CS_SAFE(getPhysXWorld(), preFrame(elapsedtime)); // let the objects do their thing CS_SAFE(m_ObjectFactory, preFrame(elapsedtime)); // let the BlackBoard do it's thing CS_SAFE(m_BlackBoard, preFrame(elapsedtime)); }
CountdownDialog::CountdownDialog(QWidget *parent, int seconds): QDialog(parent, Qt::WindowStaysOnTopHint | Qt::Dialog ), m_pastEndMode(false), m_totalTime(seconds), m_progressBarWidth(150), m_progressBarHeight(15) { setContentsMargins(10, 10, 10, 10); QBoxLayout *layout = new QBoxLayout(QBoxLayout::TopToBottom, this); layout->setSpacing(14); setWindowTitle(tr("Recording...")); QWidget *hBox = new QWidget(this); QHBoxLayout *hBoxLayout = new QHBoxLayout; m_label = new QLabel( hBox ); hBoxLayout->addWidget(m_label); m_time = new QLabel( hBox ); hBoxLayout->addWidget(m_time); hBox->setLayout(hBoxLayout); layout->addWidget(hBox, 0, Qt::AlignCenter); m_label->setText(tr("Recording time remaining: ")); m_progressBar = new CountdownBar(this, m_progressBarWidth, m_progressBarHeight); m_progressBar->setFixedSize(m_progressBarWidth, m_progressBarHeight); // Simply re-emit from Stop button // m_stopButton = new QPushButton(tr("Stop"), this); m_stopButton->setFixedWidth(60); layout->addWidget(m_progressBar, 0, Qt::AlignCenter); layout->addWidget(m_stopButton, 0, Qt::AlignRight); setLayout(layout); connect (m_stopButton, SIGNAL(released()), this, SIGNAL(stopped())); // Set the total time to show the bar in initial position // setElapsedTime(0); m_shortcuts = new QShortcut(this); }
ConstantVelocityTransitionAnimatorTest() { setElapsedTime(0); }
void Player::enableSpeedFactor(bool p_state) { qint64 elapsed = elapsedTime(); m_speedFactorEnabled = p_state; setElapsedTime(elapsed); }
void Player::setSpeedFactor(double p_factor) { qint64 elapsed = elapsedTime(); m_speedFactor = p_factor/100.0; setElapsedTime(elapsed); }
void CountdownDialog::setTotalTime(int seconds) { m_totalTime = seconds; setElapsedTime(0); // clear }