blob: 5b1c6fd1bfd357c659276be4945da1e39c3720be [file] [log] [blame]
/*
* Copyright (C) 2010 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.
*
*/
#include "config.h"
#include "core/rendering/RenderProgress.h"
#include "core/html/HTMLProgressElement.h"
#include "core/rendering/RenderTheme.h"
#include "wtf/CurrentTime.h"
#include "wtf/RefPtr.h"
namespace blink {
RenderProgress::RenderProgress(HTMLElement* element)
: RenderBlockFlow(element)
, m_position(HTMLProgressElement::InvalidPosition)
, m_animationStartTime(0)
, m_animationRepeatInterval(0)
, m_animationDuration(0)
, m_animating(false)
, m_animationTimer(this, &RenderProgress::animationTimerFired)
{
}
RenderProgress::~RenderProgress()
{
}
void RenderProgress::updateFromElement()
{
HTMLProgressElement* element = progressElement();
if (m_position == element->position())
return;
m_position = element->position();
updateAnimationState();
paintInvalidationForWholeRenderer();
RenderBlockFlow::updateFromElement();
}
double RenderProgress::animationProgress() const
{
return m_animating ? (fmod((currentTime() - m_animationStartTime), m_animationDuration) / m_animationDuration) : 0;
}
bool RenderProgress::isDeterminate() const
{
return (HTMLProgressElement::IndeterminatePosition != position()
&& HTMLProgressElement::InvalidPosition != position());
}
void RenderProgress::animationTimerFired(Timer<RenderProgress>*)
{
paintInvalidationForWholeRenderer();
if (!m_animationTimer.isActive() && m_animating)
m_animationTimer.startOneShot(m_animationRepeatInterval, FROM_HERE);
}
void RenderProgress::updateAnimationState()
{
m_animationDuration = RenderTheme::theme().animationDurationForProgressBar(this);
m_animationRepeatInterval = RenderTheme::theme().animationRepeatIntervalForProgressBar(this);
bool animating = style()->hasAppearance() && m_animationDuration > 0;
if (animating == m_animating)
return;
m_animating = animating;
if (m_animating) {
m_animationStartTime = currentTime();
m_animationTimer.startOneShot(m_animationRepeatInterval, FROM_HERE);
} else
m_animationTimer.stop();
}
HTMLProgressElement* RenderProgress::progressElement() const
{
if (!node())
return 0;
if (isHTMLProgressElement(*node()))
return toHTMLProgressElement(node());
ASSERT(node()->shadowHost());
return toHTMLProgressElement(node()->shadowHost());
}
} // namespace blink