xref: /AOO41X/main/svx/source/sdr/animation/animationstate.cxx (revision f6e50924346d0b8c0b07c91832a97665dd718b0c)
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21 
22 
23 
24 // MARKER(update_precomp.py): autogen include statement, do not remove
25 #include "precompiled_svx.hxx"
26 #include <svx/sdr/animation/animationstate.hxx>
27 #include <tools/debug.hxx>
28 #include <svx/sdr/contact/viewobjectcontact.hxx>
29 #include <svx/sdr/animation/objectanimator.hxx>
30 #include <svx/sdr/contact/objectcontact.hxx>
31 #include <svx/sdr/contact/viewcontact.hxx>
32 #include <drawinglayer/primitive2d/animatedprimitive2d.hxx>
33 #include <drawinglayer/animation/animationtiming.hxx>
34 
35 //////////////////////////////////////////////////////////////////////////////
36 
37 namespace sdr
38 {
39     namespace animation
40     {
getSmallestNextTime(double fCurrentTime)41         double PrimitiveAnimation::getSmallestNextTime(double fCurrentTime)
42         {
43             double fRetval(0.0);
44 
45             if(maAnimatedPrimitives.hasElements())
46             {
47                 const sal_Int32 nCount(maAnimatedPrimitives.getLength());
48 
49                 for(sal_Int32 a(0L); a < nCount; a++)
50                 {
51                     const drawinglayer::primitive2d::Primitive2DReference xRef(maAnimatedPrimitives[a]);
52                     const drawinglayer::primitive2d::AnimatedSwitchPrimitive2D* pCandidate = dynamic_cast< const drawinglayer::primitive2d::AnimatedSwitchPrimitive2D* >(xRef.get());
53                     OSL_ENSURE(pCandidate, "PrimitiveAnimation::getSmallestNextTime: wrong primitive in animated list (!)");
54 
55                     if(pCandidate)
56                     {
57                         const drawinglayer::animation::AnimationEntry& rAnimEntry = pCandidate->getAnimationEntry();
58                         const double fNextTime(rAnimEntry.getNextEventTime(fCurrentTime));
59 
60                         if(!::basegfx::fTools::equalZero(fNextTime))
61                         {
62                             if(::basegfx::fTools::equalZero(fRetval))
63                             {
64                                 fRetval = fNextTime;
65                             }
66                             else if(::basegfx::fTools::less(fNextTime, fRetval))
67                             {
68                                 fRetval = fNextTime;
69                             }
70                         }
71                     }
72                 }
73             }
74 
75             return fRetval;
76         }
77 
prepareNextEvent()78         void PrimitiveAnimation::prepareNextEvent()
79         {
80             const double fCurrentTime(mrVOContact.GetObjectContact().getPrimitiveAnimator().GetTime());
81             const double fNextTime(getSmallestNextTime(fCurrentTime));
82 
83             // getSmallestNextTime will be zero when animation ended. If not zero, a next step
84             // exists
85             if(!::basegfx::fTools::equalZero(fNextTime))
86             {
87                 // next time point exists, use it
88                 sal_uInt32 nNextTime;
89 
90                 if(fNextTime >= (double)0xffffff00)
91                 {
92                     // take care for very late points in time, e.g. when a text animation stops
93                     // in a defined AnimationEntryFixed with endless (0xffffffff) duration
94                     nNextTime = GetTime() + (1000 * 60 * 60); // one hour, works with vcl timers, 0xffffff00 was too much...
95                 }
96                 else
97                 {
98                     nNextTime = (sal_uInt32)fNextTime;
99                 }
100 
101                 // ensure step forward in integer timing, the floating step difference maybe smaller than 1.0. Use
102                 // at least 25ms for next step
103                 const sal_uInt32 nMinimumStepTime((sal_uInt32)fCurrentTime + 25L);
104 
105                 if(nNextTime <= nMinimumStepTime)
106                 {
107                     nNextTime = nMinimumStepTime;
108                 }
109 
110                 // set time and reactivate by re-adding to the scheduler
111                 SetTime(nNextTime);
112                 mrVOContact.GetObjectContact().getPrimitiveAnimator().InsertEvent(this);
113             }
114         }
115 
PrimitiveAnimation(sdr::contact::ViewObjectContact & rVOContact,const drawinglayer::primitive2d::Primitive2DSequence & rAnimatedPrimitives)116         PrimitiveAnimation::PrimitiveAnimation(sdr::contact::ViewObjectContact& rVOContact, const drawinglayer::primitive2d::Primitive2DSequence& rAnimatedPrimitives)
117         :   Event(0L),
118             mrVOContact(rVOContact),
119             maAnimatedPrimitives(rAnimatedPrimitives)
120         {
121             // setup initially
122             prepareNextEvent();
123         }
124 
~PrimitiveAnimation()125         PrimitiveAnimation::~PrimitiveAnimation()
126         {
127             // ensure that Event member is removed from PrimitiveAnimator
128             mrVOContact.GetObjectContact().getPrimitiveAnimator().RemoveEvent(this);
129         }
130 
131         // execute event, from base class Event
Trigger(sal_uInt32)132         void PrimitiveAnimation::Trigger(sal_uInt32 /*nTime*/)
133         {
134             // schedule a repaint of associated object
135             mrVOContact.ActionChanged();
136 
137             // re-setup
138             prepareNextEvent();
139         }
140     } // end of namespace animation
141 } // end of namespace sdr
142 
143 //////////////////////////////////////////////////////////////////////////////
144 // eof
145