コード例 #1
0
ファイル: clock.cpp プロジェクト: kangaroo/moon
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 ();
}
コード例 #2
0
ファイル: timeline.cpp プロジェクト: lewing/moon
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;
}
コード例 #3
0
ファイル: timeline.cpp プロジェクト: lewing/moon
Duration
ParallelTimeline::GetNaturalDurationCore (Clock *clock)
{
	TimelineCollection *collection = GetChildren ();
	Duration d = Duration::Automatic;
	TimeSpan duration_span = 0;
	Timeline *timeline;
	
	int count = collection->GetCount ();

	if (count == 0)
		return Duration::FromSeconds (0);
	
	for (int i = 0; i < count; i++) {
		timeline = collection->GetValueAt (i)->AsTimeline ();
		
		Duration duration = timeline->GetNaturalDuration (clock);
		if (duration.IsAutomatic())
			continue;
		
		if (duration.IsForever())
			return Duration::Forever;
		
		TimeSpan span = duration.GetTimeSpan ();
		
		RepeatBehavior *repeat = timeline->GetRepeatBehavior ();
		if (repeat->IsForever())
			return Duration::Forever;
		
		if (repeat->HasCount ())
			span = (TimeSpan) (span * repeat->GetCount ());
		
		if (timeline->GetAutoReverse ())
			span *= 2;

		// If we have duration-base repeat behavior, 
		// clamp/up our span to that.
		if (repeat->HasDuration ())
			span = repeat->GetDuration ();
		
		if (span != 0)
			span = (TimeSpan)(span / timeline->GetSpeedRatio());

		span += timeline->GetBeginTime ();

		if (duration_span <= span) {
			duration_span = span;
			d = Duration (duration_span);
		}
	}

	return d;
}