// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "ui/gfx/animation/slide_animation.h" #include namespace gfx { // How long animations should take by default. static const int kDefaultDurationMs = 120; SlideAnimation::SlideAnimation(AnimationDelegate* target) : LinearAnimation(target), target_(target), tween_type_(Tween::EASE_OUT), showing_(false), value_start_(0), value_end_(0), value_current_(0), slide_duration_(kDefaultDurationMs), dampening_value_(1.0) {} SlideAnimation::~SlideAnimation() {} void SlideAnimation::Reset() { Reset(0); } void SlideAnimation::Reset(double value) { Stop(); showing_ = static_cast(value == 1); value_current_ = value; } void SlideAnimation::Show() { // If we're already showing (or fully shown), we have nothing to do. if (showing_) return; showing_ = true; value_start_ = value_current_; value_end_ = 1.0; // Make sure we actually have something to do. if (slide_duration_ == 0) { AnimateToState(1.0); // Skip to the end of the animation. return; } else if (value_current_ == value_end_) { return; } // This will also reset the currently-occurring animation. SetDuration(GetDuration()); Start(); } void SlideAnimation::Hide() { // If we're already hiding (or hidden), we have nothing to do. if (!showing_) return; showing_ = false; value_start_ = value_current_; value_end_ = 0.0; // Make sure we actually have something to do. if (slide_duration_ == 0) { // TODO(bruthig): Investigate if this should really be animating to 0.0, I // think it should be animating to 1.0. AnimateToState(0.0); // Skip to the end of the animation. return; } else if (value_current_ == value_end_) { return; } // This will also reset the currently-occurring animation. SetDuration(GetDuration()); Start(); } void SlideAnimation::SetSlideDuration(int duration) { slide_duration_ = duration; } void SlideAnimation::SetDampeningValue(double dampening_value) { dampening_value_ = dampening_value; } double SlideAnimation::GetCurrentValue() const { return value_current_; } base::TimeDelta SlideAnimation::GetDuration() { const double current_progress = showing_ ? value_current_ : 1.0 - value_current_; return base::TimeDelta::FromMillisecondsD( slide_duration_ * (1 - pow(current_progress, dampening_value_))); } void SlideAnimation::AnimateToState(double state) { if (state > 1.0) state = 1.0; else if (state < 0) state = 0; state = Tween::CalculateValue(tween_type_, state); value_current_ = value_start_ + (value_end_ - value_start_) * state; // Implement snapping. if (tween_type_ == Tween::EASE_OUT_SNAP && fabs(value_current_ - value_end_) <= 0.06) value_current_ = value_end_; // Correct for any overshoot (while state may be capped at 1.0, let's not // take any rounding error chances. if ((value_end_ >= value_start_ && value_current_ > value_end_) || (value_end_ < value_start_ && value_current_ < value_end_)) { value_current_ = value_end_; } } } // namespace gfx