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/*
* Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
*/
#ifndef RenderProgress_h
#define RenderProgress_h
#include "core/rendering/RenderBlockFlow.h"
namespace blink {
class HTMLProgressElement;
class RenderProgress FINAL : public RenderBlockFlow {
public:
explicit RenderProgress(HTMLElement*);
virtual ~RenderProgress();
double position() const { return m_position; }
double animationProgress() const;
double animationStartTime() const { return m_animationStartTime; }
bool isDeterminate() const;
virtual void updateFromElement() OVERRIDE;
HTMLProgressElement* progressElement() const;
private:
virtual const char* renderName() const OVERRIDE { return "RenderProgress"; }
virtual bool isProgress() const OVERRIDE { return true; }
void animationTimerFired(Timer<RenderProgress>*);
void updateAnimationState();
double m_position;
double m_animationStartTime;
double m_animationRepeatInterval;
double m_animationDuration;
bool m_animating;
Timer<RenderProgress> m_animationTimer;
};
DEFINE_RENDER_OBJECT_TYPE_CASTS(RenderProgress, isProgress());
} // namespace blink
#endif // RenderProgress_h