/* * Copyright 2015 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkTime.h" #ifndef SkAnimTimer_DEFINED #define SkAnimTimer_DEFINED /** * Class to track a "timer". It supports 3 states: stopped, paused, running. * * The caller must call updateTime() to resync with the clock (typically just before * using the timer). Forcing the caller to do this ensures that the timer's return values * are consistent if called repeatedly, as they only reflect the time since the last * calle to updateTimer(). */ class SkAnimTimer { public: enum State { kStopped_State, kPaused_State, kRunning_State }; /** * Class begins in the "stopped" state. */ SkAnimTimer() : fBaseTime(0), fCurrTime(0), fState(kStopped_State) {} bool isStopped() const { return kStopped_State == fState; } bool isRunning() const { return kRunning_State == fState; } bool isPaused() const { return kPaused_State == fState; } /** * Stops the timer, and resets it, such that the next call to run or togglePauseResume * will begin at time 0. */ void stop() { this->setState(kStopped_State); } /** * If the timer is paused or stopped, it will resume (or start if it was stopped). */ void run() { this->setState(kRunning_State); } /** * If the timer is stopped, this has no effect, else it toggles between paused and running. */ void togglePauseResume() { if (kRunning_State == fState) { this->setState(kPaused_State); } else { this->setState(kRunning_State); } } /** * Call this each time you want to sample the clock for the timer. This is NOT done * automatically, so that repeated calls to msec() or secs() will always return the * same value. * * This may safely be called with the timer in any state. */ void updateTime() { if (kRunning_State == fState) { fCurrTime = SkTime::GetMSecs(); } } /** * Return the time in milliseconds the timer has been in the running state. * Returns 0 if the timer is stopped. */ SkMSec msec() const { return fCurrTime - fBaseTime; } /** * Return the time in seconds the timer has been in the running state. * Returns 0 if the timer is stopped. */ double secs() const { return this->msec() * 0.001; } /** * Return the time in seconds the timer has been in the running state, * scaled by "speed" and (if not zero) mod by period. * Returns 0 if the timer is stopped. */ SkScalar scaled(SkScalar speed, SkScalar period = 0) const { double value = this->secs() * speed; if (period) { value = ::fmod(value, SkScalarToDouble(period)); } return SkDoubleToScalar(value); } private: SkMSec fBaseTime; SkMSec fCurrTime; State fState; void setState(State newState) { switch (newState) { case kStopped_State: fBaseTime = fCurrTime = 0; fState = kStopped_State; break; case kPaused_State: if (kRunning_State == fState) { fState = kPaused_State; } // else stay stopped or paused break; case kRunning_State: switch (fState) { case kStopped_State: fBaseTime = fCurrTime = SkTime::GetMSecs(); break; case kPaused_State: {// they want "resume" SkMSec now = SkTime::GetMSecs(); fBaseTime += now - fCurrTime; fCurrTime = now; } break; case kRunning_State: break; } fState = kRunning_State; break; } } }; #endif