Searched refs:fractionalTime (Results 1 – 4 of 4) sorted by relevance
112 double fractionalTime = progress / m_duration; in checkIterationsAndProgress() local113 int integralTime = static_cast<int>(fractionalTime); in checkIterationsAndProgress()115 fractionalTime -= integralTime; in checkIterationsAndProgress()118 fractionalTime = 1 - fractionalTime; in checkIterationsAndProgress()120 *finalProgress = fractionalTime; in checkIterationsAndProgress()127 double fractionalTime = progress; in applyTimingFunction() local132 fractionalTime = (fractionalTime - offset) * scale; in applyTimingFunction()146 fractionalTime = bezier.solve(fractionalTime, 1.0f / (200.0f * m_duration)); in applyTimingFunction()150 …fractionalTime = (floor(stepFunction->numberOfSteps() * fractionalTime) + 1) / stepFunction->numbe… in applyTimingFunction()151 if (fractionalTime > 1.0) in applyTimingFunction()[all …]
75 double fractionalTime = m_animation->duration() ? (elapsedTime / m_animation->duration()) : 1; in fetchIntervalEndpointsForProperty() local82 if (fractionalTime < 0) in fetchIntervalEndpointsForProperty()83 fractionalTime = 0; in fetchIntervalEndpointsForProperty()86 int iteration = static_cast<int>(fractionalTime); in fetchIntervalEndpointsForProperty()89 fractionalTime -= iteration; in fetchIntervalEndpointsForProperty()93 fractionalTime = 1 - fractionalTime; in fetchIntervalEndpointsForProperty()112 if (fractionalTime < currKeyFrame.key()) { in fetchIntervalEndpointsForProperty()
1312 double fractionalTime = elapsedTime / m_animation->duration(); in progress() local1313 int integralTime = static_cast<int>(fractionalTime); in progress()1314 fractionalTime -= integralTime; in progress()1317 fractionalTime = 1 - fractionalTime; in progress()1320 fractionalTime = (fractionalTime - offset) * scale; in progress()1331 fractionalTime, m_animation->duration()); in progress()1334 return solveStepsFunction(stf->numberOfSteps(), stf->stepAtStart(), fractionalTime); in progress()1336 return fractionalTime; in progress()
67738 Use fractionalTime etc to match AnimationBase::progress(), and do lookups per-property.