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/*
* Copyright (c) 2014, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "core/animation/AnimationClock.h"
#include "wtf/CurrentTime.h"
#include <math.h>
namespace {
// FIXME: This is an approximation of time between frames, used when
// ticking the animation clock outside of animation frame callbacks.
// Ideally this would be generated by the compositor.
const double approximateFrameTime = 1 / 60.0;
}
namespace blink {
unsigned AnimationClock::s_currentTask = 0;
void AnimationClock::updateTime(double time)
{
if (time > m_time)
m_time = time;
m_currentTask = s_currentTask;
}
double AnimationClock::currentTime()
{
if (m_currentTask != s_currentTask) {
const double currentTime = m_monotonicallyIncreasingTime();
if (m_time < currentTime) {
// Advance to the first estimated frame after the current time.
const double frameShift = fmod(currentTime - m_time, approximateFrameTime);
const double newTime = currentTime + (approximateFrameTime - frameShift);
ASSERT(newTime >= currentTime);
ASSERT(newTime <= currentTime + approximateFrameTime);
updateTime(newTime);
} else {
m_currentTask = s_currentTask;
}
}
return m_time;
}
void AnimationClock::resetTimeForTesting(double time)
{
m_time = time;
m_currentTask = 0;
s_currentTask = 0;
}
}