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Example 1 with Duration

use of master.flame.danmaku.danmaku.model.Duration in project ABPlayer by winkstu.

the class DanmakuFactory method createDanmaku.

/**
     * 创建弹幕数据请尽量使用此方法,参考BiliDanmakuParser或AcfunDanmakuParser
     * @param type 弹幕类型
     * @param viewportWidth danmakuview宽度,会影响滚动弹幕的存活时间(duration)
     * @param viewportHeight danmakuview高度
     * @param viewportSizeFactor 会影响滚动弹幕的速度/存活时间(duration)
     * @return
     */
public static BaseDanmaku createDanmaku(int type, float viewportWidth, float viewportHeight, float viewportSizeFactor) {
    boolean sizeChanged = updateViewportState(viewportWidth, viewportHeight, viewportSizeFactor);
    if (MAX_Duration_Scroll_Danmaku == null) {
        MAX_Duration_Scroll_Danmaku = new Duration(REAL_DANMAKU_DURATION);
        MAX_Duration_Scroll_Danmaku.setFactor(DanmakuGlobalConfig.DEFAULT.scrollSpeedFactor);
    } else if (sizeChanged) {
        MAX_Duration_Scroll_Danmaku.setValue(REAL_DANMAKU_DURATION);
    }
    if (MAX_Duration_Fix_Danmaku == null) {
        MAX_Duration_Fix_Danmaku = new Duration(COMMON_DANMAKU_DURATION);
    }
    if (sizeChanged && viewportWidth > 0) {
        updateMaxDanmakuDuration();
        float scaleX = 1f;
        float scaleY = 1f;
        if (CURRENT_DISP_WIDTH > 0 && CURRENT_DISP_HEIGHT > 0) {
            scaleX = viewportWidth / (float) CURRENT_DISP_WIDTH;
            scaleY = viewportHeight / (float) CURRENT_DISP_HEIGHT;
        }
        if (viewportHeight > 0) {
            updateSpecialDanmakusDate(scaleX, scaleY);
        }
    }
    BaseDanmaku instance = null;
    switch(type) {
        case // 从右往左滚动
        1:
            instance = new R2LDanmaku(MAX_Duration_Scroll_Danmaku);
            break;
        case // 底端固定
        4:
            instance = new FBDanmaku(MAX_Duration_Fix_Danmaku);
            break;
        case // 顶端固定
        5:
            instance = new FTDanmaku(MAX_Duration_Fix_Danmaku);
            break;
        case // 从左往右滚动
        6:
            instance = new L2RDanmaku(MAX_Duration_Scroll_Danmaku);
            break;
        case // 特殊弹幕
        7:
            instance = new SpecialDanmaku();
            sSpecialDanmakus.addItem(instance);
            break;
    }
    return instance;
}
Also used : FBDanmaku(master.flame.danmaku.danmaku.model.FBDanmaku) BaseDanmaku(master.flame.danmaku.danmaku.model.BaseDanmaku) FTDanmaku(master.flame.danmaku.danmaku.model.FTDanmaku) L2RDanmaku(master.flame.danmaku.danmaku.model.L2RDanmaku) Duration(master.flame.danmaku.danmaku.model.Duration) SpecialDanmaku(master.flame.danmaku.danmaku.model.SpecialDanmaku) R2LDanmaku(master.flame.danmaku.danmaku.model.R2LDanmaku)

Example 2 with Duration

use of master.flame.danmaku.danmaku.model.Duration in project DanmakuFlameMaster by Bilibili.

the class DanmakuFactory method createDanmaku.

/**
     * 创建弹幕数据请尽量使用此方法,参考BiliDanmakuParser或AcfunDanmakuParser
     * @param type 弹幕类型
     * @param viewportWidth danmakuview宽度,会影响滚动弹幕的存活时间(duration)
     * @param viewportHeight danmakuview高度
     * @param viewportSizeFactor 会影响滚动弹幕的速度/存活时间(duration)
     * @return
     */
public BaseDanmaku createDanmaku(int type, float viewportWidth, float viewportHeight, float viewportSizeFactor, float scrollSpeedFactor) {
    int oldDispWidth = CURRENT_DISP_WIDTH;
    int oldDispHeight = CURRENT_DISP_HEIGHT;
    boolean sizeChanged = updateViewportState(viewportWidth, viewportHeight, viewportSizeFactor);
    if (MAX_Duration_Scroll_Danmaku == null) {
        MAX_Duration_Scroll_Danmaku = new Duration(REAL_DANMAKU_DURATION);
        MAX_Duration_Scroll_Danmaku.setFactor(scrollSpeedFactor);
    } else if (sizeChanged) {
        MAX_Duration_Scroll_Danmaku.setValue(REAL_DANMAKU_DURATION);
    }
    if (MAX_Duration_Fix_Danmaku == null) {
        MAX_Duration_Fix_Danmaku = new Duration(COMMON_DANMAKU_DURATION);
    }
    if (sizeChanged && viewportWidth > 0) {
        updateMaxDanmakuDuration();
        float scaleX = 1f;
        float scaleY = 1f;
        if (oldDispWidth > 0 && oldDispHeight > 0) {
            scaleX = viewportWidth / (float) oldDispWidth;
            scaleY = viewportHeight / (float) oldDispHeight;
        }
        if (viewportHeight > 0) {
            updateSpecialDanmakusDate(scaleX, scaleY);
        }
    }
    BaseDanmaku instance = null;
    switch(type) {
        case // 从右往左滚动
        1:
            instance = new R2LDanmaku(MAX_Duration_Scroll_Danmaku);
            break;
        case // 底端固定
        4:
            instance = new FBDanmaku(MAX_Duration_Fix_Danmaku);
            break;
        case // 顶端固定
        5:
            instance = new FTDanmaku(MAX_Duration_Fix_Danmaku);
            break;
        case // 从左往右滚动
        6:
            instance = new L2RDanmaku(MAX_Duration_Scroll_Danmaku);
            break;
        case // 特殊弹幕
        7:
            instance = new SpecialDanmaku();
            sSpecialDanmakus.addItem(instance);
            break;
    }
    return instance;
}
Also used : FBDanmaku(master.flame.danmaku.danmaku.model.FBDanmaku) BaseDanmaku(master.flame.danmaku.danmaku.model.BaseDanmaku) FTDanmaku(master.flame.danmaku.danmaku.model.FTDanmaku) L2RDanmaku(master.flame.danmaku.danmaku.model.L2RDanmaku) Duration(master.flame.danmaku.danmaku.model.Duration) SpecialDanmaku(master.flame.danmaku.danmaku.model.SpecialDanmaku) R2LDanmaku(master.flame.danmaku.danmaku.model.R2LDanmaku)

Aggregations

BaseDanmaku (master.flame.danmaku.danmaku.model.BaseDanmaku)2 Duration (master.flame.danmaku.danmaku.model.Duration)2 FBDanmaku (master.flame.danmaku.danmaku.model.FBDanmaku)2 FTDanmaku (master.flame.danmaku.danmaku.model.FTDanmaku)2 L2RDanmaku (master.flame.danmaku.danmaku.model.L2RDanmaku)2 R2LDanmaku (master.flame.danmaku.danmaku.model.R2LDanmaku)2 SpecialDanmaku (master.flame.danmaku.danmaku.model.SpecialDanmaku)2