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📄 animsand.cpp

📁 linux下的一款播放器
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/* ***** BEGIN LICENSE BLOCK ***** * Source last modified: $Id: animsand.cpp,v 1.2.12.1 2004/07/09 01:58:01 hubbe Exp $ *  * Portions Copyright (c) 1995-2004 RealNetworks, Inc. All Rights Reserved. *  * The contents of this file, and the files included with this file, * are subject to the current version of the RealNetworks Public * Source License (the "RPSL") available at * http://www.helixcommunity.org/content/rpsl unless you have licensed * the file under the current version of the RealNetworks Community * Source License (the "RCSL") available at * http://www.helixcommunity.org/content/rcsl, in which case the RCSL * will apply. You may also obtain the license terms directly from * RealNetworks.  You may not use this file except in compliance with * the RPSL or, if you have a valid RCSL with RealNetworks applicable * to this file, the RCSL.  Please see the applicable RPSL or RCSL for * the rights, obligations and limitations governing use of the * contents of the file. *  * Alternatively, the contents of this file may be used under the * terms of the GNU General Public License Version 2 or later (the * "GPL") in which case the provisions of the GPL are applicable * instead of those above. If you wish to allow use of your version of * this file only under the terms of the GPL, and not to allow others * to use your version of this file under the terms of either the RPSL * or RCSL, indicate your decision by deleting the provisions above * and replace them with the notice and other provisions required by * the GPL. If you do not delete the provisions above, a recipient may * use your version of this file under the terms of any one of the * RPSL, the RCSL or the GPL. *  * This file is part of the Helix DNA Technology. RealNetworks is the * developer of the Original Code and owns the copyrights in the * portions it created. *  * This file, and the files included with this file, is distributed * and made available on an 'AS IS' basis, WITHOUT WARRANTY OF ANY * KIND, EITHER EXPRESS OR IMPLIED, AND REALNETWORKS HEREBY DISCLAIMS * ALL SUCH WARRANTIES, INCLUDING WITHOUT LIMITATION, ANY WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, QUIET * ENJOYMENT OR NON-INFRINGEMENT. *  * Technology Compatibility Kit Test Suite(s) Location: *    http://www.helixcommunity.org/content/tck *  * Contributor(s): *  * ***** END LICENSE BLOCK ***** */// system#include <time.h>#include <math.h>// include#include "hxtypes.h"#include "hxwintyp.h"#include "hxcom.h"#include "hxxml.h"#include "smiltype.h"// pnmisc#include "hxwinver.h"// pncont#include "hxslist.h"// rnxmllib#include "hxxmlprs.h"// rmasmil#include "smlelem.h"#include "smlparse.h"#include "animattr.h"// smlrendr#include "smlrmlog.h"#include "animsand.h"// pndebug#include "hxheap.h"#include "debugout.h"#ifdef _DEBUG#undef HX_THIS_FILE		static const char HX_THIS_FILE[] = __FILE__;#endifCAnimationSandwichLayer::CAnimationSandwichLayer(CSmilAnimateElement* pElement,                                                 UINT32               ulAttrName,                                                 CSmilParser*         pParser){    MLOG_LEAKCHECK("CON CAnimationSandwichLayer this=0x%08x\n", this);    m_pElement         = NULL;    m_ulAttrName       = kAttrNameUnknown;    m_pdPacedDist      = NULL;    m_pdPacedTime      = NULL;    m_bRecomputePace   = FALSE;    m_bFirstTime       = TRUE;    m_pSmilParser      = pParser;    m_ulLastTime       = 0;    m_ulDelay          = 0;    m_ulActiveDuration = 0;    if (pElement && pElement->m_pNode)    {        // Make sure the attribute name makes sense        // with this element. If this element        // is NOT an <animateMotion>, then we expect        // the attribute name in the element to match        // the passed-in attribute name. If this         // element IS <animateMotion>, then the passed-in        // attribute should be either "left" or "top".        if ((pElement->m_pNode->m_tag == SMILAnimateMotion &&             (ulAttrName == kAttrNameLeft || ulAttrName == kAttrNameTop)) ||            (pElement->m_pNode->m_tag != SMILAnimateMotion &&             ulAttrName == (UINT32) pElement->m_ucAttributeName))        {            // Assign the members            m_pElement         = pElement;            m_ulAttrName       = ulAttrName;            m_ulDelay          = pElement->m_ulDelay;            m_ulActiveDuration = pElement->m_ulActiveDuration;            // Check if the "end" attribute constrains            // the active duration.            if (pElement->m_bEndOffsetSet)            {                UINT32 ulEndMinusBegin = ((UINT32) pElement->m_lEndOffset) - m_ulDelay;                if (ulEndMinusBegin < m_ulActiveDuration)                {                    m_ulActiveDuration = ulEndMinusBegin;                }            }            // If we are a paced animation, then we need to            // decide how we are going to compute the D()            // and T() functions.            if (pElement->m_ucCalcMode == kCalcModePaced)            {                // Now we need to determine if these functions should be                // re-computed every time. We need to do this IF any                // attributes are relative.                BOOL bSomeRelative = FALSE;                for (UINT32 i = 0; i < pElement->m_ulNumValues; i++)                {                    if (pElement->m_ppValue[i])                    {                        for (UINT32 j = 0; j < CAttr::kVectorSize; j++)                        {                            if (pElement->m_ppValue[i]->IsRelative(j))                            {                                bSomeRelative = TRUE;                            }                        }                    }                }                if (bSomeRelative)                {                    // We will have to recompute the functions                    // every time we evaluate                    m_bRecomputePace = TRUE;                }            }        }    }}CAnimationSandwichLayer::~CAnimationSandwichLayer(){    MLOG_LEAKCHECK("DES CAnimationSandwichLayer this=0x%08x\n", this);    HX_VECTOR_DELETE(m_pdPacedDist);    HX_VECTOR_DELETE(m_pdPacedTime);}const char* CAnimationSandwichLayer::GetAnimationElementID() const{    const char* pRet = NULL;    if (m_pElement &&        m_pElement->m_pNode)    {        pRet = (const char*) m_pElement->m_pNode->m_id;    }    return pRet;}const char* CAnimationSandwichLayer::GetTargetElementID() const{    const char* pRet = NULL;    if (m_pElement && m_pElement->m_pTargetElementID)    {        pRet = (const char*) *m_pElement->m_pTargetElementID;    }    return pRet;}SMILNodeTag CAnimationSandwichLayer::GetTargetElementTag() const{    SMILNodeTag eRet = SMILUnknown;    if (m_pElement)    {        eRet = m_pElement->m_eTargetElementTag;    }    return eRet;}SMILNodeTag CAnimationSandwichLayer::GetAnimationElementTag() const{    SMILNodeTag eRet = SMILUnknown;    if (m_pElement && m_pElement->m_pNode)    {        eRet = m_pElement->m_pNode->m_tag;    }    return eRet;}BOOL CAnimationSandwichLayer::IsActive(UINT32 ulTime) const{    BOOL bRet = FALSE;    if (m_pElement && ulTime >= m_ulDelay)    {        if (m_pElement->m_bIndefiniteActiveDuration ||            ulTime < m_ulDelay + m_ulActiveDuration)        {            // During the active duration - it's active            bRet = TRUE;        }    }    return bRet;}BOOL CAnimationSandwichLayer::IsFrozen(UINT32 ulTime) const{    BOOL bRet = FALSE;    if (m_pElement &&        (m_pElement->m_eActualFill == FillFreeze ||         m_pElement->m_eActualFill == FillHold))    {        if (!m_pElement->m_bIndefiniteActiveDuration)        {            if (ulTime >= m_ulDelay + m_ulActiveDuration)            {                // XXXMEH - now that we are calculating a remove                // time for every timed element, we should be able                // to use the m_ulRemoveTime. However, let's keep                // the old code around "just in case".                if (m_pElement->m_ulRemoveTime == ((UINT32) -1))                {                    UINT32 ulRemoveTime = 0;                    HX_RESULT rv = m_pSmilParser->computeRemoveTime(m_pElement->m_pNode->m_id,                                                                    ulRemoveTime);                    if (SUCCEEDED(rv))                    {                        m_pElement->m_ulRemoveTime = ulRemoveTime;                    }                }                if (ulTime <= m_pElement->m_ulRemoveTime)                {                    bRet = TRUE;                }            }        }    }    return bRet;}BOOL CAnimationSandwichLayer::IsActiveZeroBased(UINT32 ulTime) const{    BOOL bRet = FALSE;    if (m_pElement &&        (m_pElement->m_bIndefiniteActiveDuration ||         ulTime < m_ulActiveDuration))    {        // During the active duration - it's active        bRet = TRUE;    }    return bRet;}BOOL CAnimationSandwichLayer::IsFrozenZeroBased(UINT32 ulTime) const{    BOOL bRet = FALSE;    if (m_pElement &&        (m_pElement->m_eActualFill == FillFreeze ||         m_pElement->m_eActualFill == FillHold))    {        if (!m_pElement->m_bIndefiniteActiveDuration)        {            if (ulTime >= m_ulActiveDuration)            {                if (ulTime <= (m_pElement->m_ulRemoveTime - m_ulDelay))                {                    bRet = TRUE;                }            }        }    }    return bRet;}BOOL CAnimationSandwichLayer::IsAdditive() const{    BOOL bRet = FALSE;    if (m_pElement)    {        if (m_pElement->m_ucAdditive == kAdditiveSum)        {            bRet = TRUE;        }    }    return bRet;}BOOL CAnimationSandwichLayer::IsToAnimation() const{    BOOL bRet = FALSE;    if (m_pElement &&        m_pElement->m_ucAnimationType == kAnimTypeTo)    {        bRet = TRUE;    }    return bRet;}CAttr CAnimationSandwichLayer::AnimationEffectFunction(UINT32 ulTime,                                                       CAttr* pUnder,                                                       CAttr* pDepend){    CAttr cRet;    if (pUnder)    {        // Initialize to the underlying value        cRet = *pUnder;        // Compute the zero-based time        UINT32 ulT = ulTime - m_ulDelay; // XXXMEH - is this right?        // Compute the time after time manipulations        UINT32 ulTM = ComputeFilteredSimpleTime(ulT);        // Decide if we're active or frozen        if (IsActiveZeroBased(ulT))        {            // Evaluate the cumulative animation function at this time            cRet = CumulativeAnimationFunction(ulTM, pUnder, pDepend);            // Now we need to check if we need to fire a repeatEvent.            //            // Compute which iteration the last time was in            UINT32 ulLastIter = 0;            if (m_pElement->m_ulSimpleDuration)            {                ulLastIter = m_ulLastTime / m_pElement->m_ulSimpleDuration;            }            // Compute which iteration we are currently in            UINT32 ulThisIter = 0;            if (m_pElement->m_ulSimpleDuration)            {                ulThisIter = ulTM / m_pElement->m_ulSimpleDuration;            }            // If we are in different iterations, then we will            // assume that this is the first time in the new iteration            // and we will fire a "repeatEvent"            if (ulLastIter != ulThisIter &&                m_pSmilParser)            {                m_pSmilParser->tryToResolveBeginEndEvents("repeatEvent",                                                          m_pElement->m_pNode->m_id,                                                          ulTime);                // XXXMEH - temporarily, we will also fire a "repeat(x)" event                char szTmp[32]; /* Flawfinder: ignore */                sprintf(szTmp, "repeat(%lu)", ulThisIter); /* Flawfinder: ignore */                m_pSmilParser->tryToResolveBeginEndEvents((const char*) szTmp,                                                          m_pElement->m_pNode->m_id,                                                          ulTime);            }            // Save the last time            m_ulLastTime = ulTM;        }        else if (IsFrozenZeroBased(ulT))        {            // We are in the frozen period after the active duration            //            // Compute the remainder time            // XXXMEH - TODO - most of the time this "frozen time"            // calculation can be done once up front.            UINT32 ulModTime = 0;

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