diff options
| author | Marco Trevisan (Treviño) <mail@3v1n0.net> | 2013-09-13 03:39:58 +0200 |
|---|---|---|
| committer | Marco Trevisan (Treviño) <mail@3v1n0.net> | 2013-09-13 03:39:58 +0200 |
| commit | 7caea4526d09668085344449aae6ba524feb45fd (patch) | |
| tree | 842bb8d2b0a019d3f43e14f24eb3d155795a182a /shortcuts | |
| parent | d1a7bd68692609c834f36a0ef78f7973879d7e72 (diff) | |
ShortcutController: use AnimationUtils methods to start and reverse the animation
(bzr r3494.7.11)
Diffstat (limited to 'shortcuts')
| -rw-r--r-- | shortcuts/ShortcutController.cpp | 30 |
1 files changed, 6 insertions, 24 deletions
diff --git a/shortcuts/ShortcutController.cpp b/shortcuts/ShortcutController.cpp index 12ef5e01b..05c1b7b19 100644 --- a/shortcuts/ShortcutController.cpp +++ b/shortcuts/ShortcutController.cpp @@ -20,11 +20,10 @@ #include "ShortcutController.h" #include "ShortcutModel.h" +#include "unity-shared/AnimationUtils.h" #include "unity-shared/UBusMessages.h" #include "unity-shared/UScreen.h" -namespace na = nux::animation; - namespace unity { namespace shortcut @@ -129,16 +128,7 @@ bool Controller::OnShowTimer() if (visible_) { view_->live_background = true; - - if (fade_animator_.CurrentState() == na::Animation::State::Running) - { - if (fade_animator_.GetFinishValue() == 0.0f) - fade_animator_.Reverse(); - } - else - { - fade_animator_.SetStartValue(0.0f).SetFinishValue(1.0f).Start(); - } + animation::StartOrReverse(fade_animator_, animation::Direction::FORWARD); } return false; @@ -214,16 +204,7 @@ void Controller::Hide() if (view_window_ && view_window_->GetOpacity() > 0.0f) { view_->live_background = false; - - if (fade_animator_.CurrentState() == na::Animation::State::Running) - { - if (fade_animator_.GetFinishValue() == 1.0f) - fade_animator_.Reverse(); - } - else - { - fade_animator_.SetStartValue(1.0f).SetFinishValue(0.0f).Start(); - } + animation::StartOrReverse(fade_animator_, animation::Direction::BACKWARD); } } @@ -258,12 +239,13 @@ std::string Controller::GetName() const void Controller::AddProperties(GVariantBuilder* builder) { bool animating = (fade_animator_.CurrentState() == na::Animation::State::Running); + auto direction = animation::GetDirection(fade_animator_); unity::variant::BuilderWrapper(builder) .add("timeout_duration", SUPER_TAP_DURATION + FADE_DURATION) .add("enabled", IsEnabled()) - .add("about_to_show", (Visible() && animating && fade_animator_.GetFinishValue() == 1.0f)) - .add("about_to_hide", (Visible() && animating && fade_animator_.GetFinishValue() == 0.0f)) + .add("about_to_show", (Visible() && animating && direction == animation::Direction::FORWARD)) + .add("about_to_hide", (Visible() && animating && direction == animation::Direction::FORWARD)) .add("visible", (Visible() && view_window_ && view_window_->GetOpacity() == 1.0f)); } |
