// getSmallestNextTime will be zero when animation ended. If not zero, a next step // exists if(::basegfx::fTools::equalZero(fNextTime)) return;
// next time point exists, use it
sal_uInt32 nNextTime;
if(fNextTime >= double(0xffffff00))
{ // take care for very late points in time, e.g. when a text animation stops // in a defined AnimationEntryFixed with endless (0xffffffff) duration
nNextTime = GetTime() + (1000 * 60 * 60); // one hour, works with vcl timers, 0xffffff00 was too much...
} else
{
nNextTime = static_cast<sal_uInt32>(fNextTime);
}
// ensure step forward in integer timing, the floating step difference maybe smaller than 1.0. Use // at least 25ms for next step const sal_uInt32 nMinimumStepTime(static_cast<sal_uInt32>(fCurrentTime) + 25);
// set time and reactivate by re-adding to the scheduler
SetTime(nNextTime);
mrVOContact.GetObjectContact().getPrimitiveAnimator().InsertEvent(*this);
}
PrimitiveAnimation::~PrimitiveAnimation()
{ // ensure that Event member is removed from PrimitiveAnimator
mrVOContact.GetObjectContact().getPrimitiveAnimator().RemoveEvent(this);
}
// execute event, from base class Event void PrimitiveAnimation::Trigger(sal_uInt32 /*nTime*/)
{ // schedule a repaint of associated object
mrVOContact.ActionChanged();
if (!comphelper::LibreOfficeKit::isActive()) // re-setup
prepareNextEvent();
}
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