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WindowServer: Change animation time to duration
The time interval for animations is most often described as `duration` in animation contexts and the `WindowServer::Animation` class should reflect that.
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commit
b12e5de047
Notes:
sideshowbarker
2024-07-18 11:22:13 +09:00
Author: https://github.com/Erikmitk 🔰 Commit: https://github.com/SerenityOS/serenity/commit/b12e5de0478 Pull-request: https://github.com/SerenityOS/serenity/pull/8300 Issue: https://github.com/SerenityOS/serenity/issues/8292
@ -20,9 +20,9 @@ Animation::~Animation()
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Compositor::the().unregister_animation({}, *this);
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}
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void Animation::set_length(int length_in_ms)
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void Animation::set_duration(int duration_in_ms)
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{
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m_length = length_in_ms;
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m_duration = duration_in_ms;
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}
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void Animation::start()
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@ -41,7 +41,7 @@ void Animation::stop()
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void Animation::update(Badge<Compositor>, Gfx::Painter& painter, Screen& screen, Gfx::DisjointRectSet& flush_rects)
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{
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int elapsed_ms = m_timer.elapsed();
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float progress = min((float)elapsed_ms / (float)m_length, 1.0f);
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float progress = min((float)elapsed_ms / (float)m_duration, 1.0f);
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if (on_update)
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on_update(progress, painter, screen, flush_rects);
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@ -29,8 +29,8 @@ public:
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void start();
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void stop();
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void set_length(int length_in_ms);
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int length() const { return m_length; }
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void set_duration(int duration_in_ms);
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int duration() const { return m_duration; }
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void update(Badge<Compositor>, Gfx::Painter&, Screen&, Gfx::DisjointRectSet& flush_rects);
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@ -41,7 +41,7 @@ private:
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Animation();
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Core::ElapsedTimer m_timer;
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int m_length { 0 };
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int m_duration { 0 };
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bool m_running { false };
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};
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@ -346,7 +346,7 @@ void Window::start_minimize_animation()
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}
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m_animation = Animation::create();
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m_animation->set_length(150);
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m_animation->set_duration(150);
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m_animation->on_update = [this](float progress, Gfx::Painter& painter, Screen& screen, Gfx::DisjointRectSet& flush_rects) {
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Gfx::PainterStateSaver saver(painter);
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painter.set_draw_op(Gfx::Painter::DrawOp::Invert);
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@ -369,7 +369,7 @@ void Window::start_minimize_animation()
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void Window::start_launch_animation(Gfx::IntRect const& launch_origin_rect)
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{
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m_animation = Animation::create();
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m_animation->set_length(150);
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m_animation->set_duration(150);
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m_animation->on_update = [this, launch_origin_rect](float progress, Gfx::Painter& painter, Screen& screen, Gfx::DisjointRectSet& flush_rects) {
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Gfx::PainterStateSaver saver(painter);
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painter.set_draw_op(Gfx::Painter::DrawOp::Invert);
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