/* * 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" #if ENABLE(PROGRESS_TAG) #include "RenderProgress.h" #include "HTMLNames.h" #include "HTMLProgressElement.h" #include "PaintInfo.h" #include "RenderTheme.h" #include "ShadowElement.h" #include <wtf/CurrentTime.h> #include <wtf/RefPtr.h> using namespace std; namespace WebCore { RenderProgress::RenderProgress(HTMLProgressElement* element) : RenderBlock(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(); RenderBlock::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>*) { repaint(); if (!m_animationTimer.isActive() && m_animating) m_animationTimer.startOneShot(m_animationRepeatInterval); } void RenderProgress::updateAnimationState() { m_animationDuration = theme()->animationDurationForProgressBar(this); m_animationRepeatInterval = 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); } else m_animationTimer.stop(); } HTMLProgressElement* RenderProgress::progressElement() const { return static_cast<HTMLProgressElement*>(node()); } } // namespace WebCore #endif