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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.
This commit is contained in:
Erik Sommer 2021-06-28 20:38:44 +02:00 committed by Andreas Kling
parent 0cb937416b
commit b12e5de047
3 changed files with 8 additions and 8 deletions

View file

@ -20,9 +20,9 @@ Animation::~Animation()
Compositor::the().unregister_animation({}, *this); Compositor::the().unregister_animation({}, *this);
} }
void Animation::set_length(int length_in_ms) void Animation::set_duration(int duration_in_ms)
{ {
m_length = length_in_ms; m_duration = duration_in_ms;
} }
void Animation::start() void Animation::start()
@ -41,7 +41,7 @@ void Animation::stop()
void Animation::update(Badge<Compositor>, Gfx::Painter& painter, Screen& screen, Gfx::DisjointRectSet& flush_rects) void Animation::update(Badge<Compositor>, Gfx::Painter& painter, Screen& screen, Gfx::DisjointRectSet& flush_rects)
{ {
int elapsed_ms = m_timer.elapsed(); int elapsed_ms = m_timer.elapsed();
float progress = min((float)elapsed_ms / (float)m_length, 1.0f); float progress = min((float)elapsed_ms / (float)m_duration, 1.0f);
if (on_update) if (on_update)
on_update(progress, painter, screen, flush_rects); on_update(progress, painter, screen, flush_rects);

View file

@ -29,8 +29,8 @@ public:
void start(); void start();
void stop(); void stop();
void set_length(int length_in_ms); void set_duration(int duration_in_ms);
int length() const { return m_length; } int duration() const { return m_duration; }
void update(Badge<Compositor>, Gfx::Painter&, Screen&, Gfx::DisjointRectSet& flush_rects); void update(Badge<Compositor>, Gfx::Painter&, Screen&, Gfx::DisjointRectSet& flush_rects);
@ -41,7 +41,7 @@ private:
Animation(); Animation();
Core::ElapsedTimer m_timer; Core::ElapsedTimer m_timer;
int m_length { 0 }; int m_duration { 0 };
bool m_running { false }; bool m_running { false };
}; };

View file

@ -346,7 +346,7 @@ void Window::start_minimize_animation()
} }
m_animation = Animation::create(); m_animation = Animation::create();
m_animation->set_length(150); m_animation->set_duration(150);
m_animation->on_update = [this](float progress, Gfx::Painter& painter, Screen& screen, Gfx::DisjointRectSet& flush_rects) { m_animation->on_update = [this](float progress, Gfx::Painter& painter, Screen& screen, Gfx::DisjointRectSet& flush_rects) {
Gfx::PainterStateSaver saver(painter); Gfx::PainterStateSaver saver(painter);
painter.set_draw_op(Gfx::Painter::DrawOp::Invert); painter.set_draw_op(Gfx::Painter::DrawOp::Invert);
@ -369,7 +369,7 @@ void Window::start_minimize_animation()
void Window::start_launch_animation(Gfx::IntRect const& launch_origin_rect) void Window::start_launch_animation(Gfx::IntRect const& launch_origin_rect)
{ {
m_animation = Animation::create(); m_animation = Animation::create();
m_animation->set_length(150); m_animation->set_duration(150);
m_animation->on_update = [this, launch_origin_rect](float progress, Gfx::Painter& painter, Screen& screen, Gfx::DisjointRectSet& flush_rects) { m_animation->on_update = [this, launch_origin_rect](float progress, Gfx::Painter& painter, Screen& screen, Gfx::DisjointRectSet& flush_rects) {
Gfx::PainterStateSaver saver(painter); Gfx::PainterStateSaver saver(painter);
painter.set_draw_op(Gfx::Painter::DrawOp::Invert); painter.set_draw_op(Gfx::Painter::DrawOp::Invert);