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1 /* | 1 /* |
2 * Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). | 2 * Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). |
3 * | 3 * |
4 * This library is free software; you can redistribute it and/or | 4 * This library is free software; you can redistribute it and/or |
5 * modify it under the terms of the GNU Library General Public | 5 * modify it under the terms of the GNU Library General Public |
6 * License as published by the Free Software Foundation; either | 6 * License as published by the Free Software Foundation; either |
7 * version 2 of the License, or (at your option) any later version. | 7 * version 2 of the License, or (at your option) any later version. |
8 * | 8 * |
9 * This library is distributed in the hope that it will be useful, | 9 * This library is distributed in the hope that it will be useful, |
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of | 10 * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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47 } | 47 } |
48 | 48 |
49 void RenderProgress::updateFromElement() | 49 void RenderProgress::updateFromElement() |
50 { | 50 { |
51 HTMLProgressElement* element = progressElement(); | 51 HTMLProgressElement* element = progressElement(); |
52 if (m_position == element->position()) | 52 if (m_position == element->position()) |
53 return; | 53 return; |
54 m_position = element->position(); | 54 m_position = element->position(); |
55 | 55 |
56 updateAnimationState(); | 56 updateAnimationState(); |
57 repaint(); | 57 paintInvalidationForWholeRenderer(); |
58 RenderBlockFlow::updateFromElement(); | 58 RenderBlockFlow::updateFromElement(); |
59 } | 59 } |
60 | 60 |
61 double RenderProgress::animationProgress() const | 61 double RenderProgress::animationProgress() const |
62 { | 62 { |
63 return m_animating ? (fmod((currentTime() - m_animationStartTime), m_animati
onDuration) / m_animationDuration) : 0; | 63 return m_animating ? (fmod((currentTime() - m_animationStartTime), m_animati
onDuration) / m_animationDuration) : 0; |
64 } | 64 } |
65 | 65 |
66 bool RenderProgress::isDeterminate() const | 66 bool RenderProgress::isDeterminate() const |
67 { | 67 { |
68 return (HTMLProgressElement::IndeterminatePosition != position() | 68 return (HTMLProgressElement::IndeterminatePosition != position() |
69 && HTMLProgressElement::InvalidPosition != position()); | 69 && HTMLProgressElement::InvalidPosition != position()); |
70 } | 70 } |
71 | 71 |
72 void RenderProgress::animationTimerFired(Timer<RenderProgress>*) | 72 void RenderProgress::animationTimerFired(Timer<RenderProgress>*) |
73 { | 73 { |
74 repaint(); | 74 paintInvalidationForWholeRenderer(); |
75 if (!m_animationTimer.isActive() && m_animating) | 75 if (!m_animationTimer.isActive() && m_animating) |
76 m_animationTimer.startOneShot(m_animationRepeatInterval, FROM_HERE); | 76 m_animationTimer.startOneShot(m_animationRepeatInterval, FROM_HERE); |
77 } | 77 } |
78 | 78 |
79 void RenderProgress::updateAnimationState() | 79 void RenderProgress::updateAnimationState() |
80 { | 80 { |
81 m_animationDuration = RenderTheme::theme().animationDurationForProgressBar(t
his); | 81 m_animationDuration = RenderTheme::theme().animationDurationForProgressBar(t
his); |
82 m_animationRepeatInterval = RenderTheme::theme().animationRepeatIntervalForP
rogressBar(this); | 82 m_animationRepeatInterval = RenderTheme::theme().animationRepeatIntervalForP
rogressBar(this); |
83 | 83 |
84 bool animating = style()->hasAppearance() && m_animationDuration > 0; | 84 bool animating = style()->hasAppearance() && m_animationDuration > 0; |
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99 return 0; | 99 return 0; |
100 | 100 |
101 if (isHTMLProgressElement(*node())) | 101 if (isHTMLProgressElement(*node())) |
102 return toHTMLProgressElement(node()); | 102 return toHTMLProgressElement(node()); |
103 | 103 |
104 ASSERT(node()->shadowHost()); | 104 ASSERT(node()->shadowHost()); |
105 return toHTMLProgressElement(node()->shadowHost()); | 105 return toHTMLProgressElement(node()->shadowHost()); |
106 } | 106 } |
107 | 107 |
108 } // namespace WebCore | 108 } // namespace WebCore |
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