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authorben@chromium.org <ben@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2009-05-05 04:52:11 +0000
committerben@chromium.org <ben@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2009-05-05 04:52:11 +0000
commit220705c2b06962462e471b28ad85c76c0f9c3080 (patch)
treecfc44266116bbf2acc3a4fae32625c4481c8243e /app/animation.h
parent1b8d02f181d089ee670f2ba72089c3722f679d5f (diff)
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Move *Animation to app/
http://crbug.com/11387 Review URL: http://codereview.chromium.org/109001 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@15275 0039d316-1c4b-4281-b951-d872f2087c98
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diff --git a/app/animation.h b/app/animation.h
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+// Copyright (c) 2006-2008 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+// Inspired by NSAnimation
+
+#ifndef APP_ANIMATION_H_
+#define APP_ANIMATION_H_
+
+#include "base/timer.h"
+
+class Animation;
+
+// AnimationDelegate
+//
+// Implement this interface when you want to receive notifications about the
+// state of an animation.
+//
+class AnimationDelegate {
+ public:
+ // Called when an animation has started.
+ virtual void AnimationStarted(const Animation* animation) {
+ }
+
+ // Called when an animation has completed.
+ virtual void AnimationEnded(const Animation* animation) {
+ }
+
+ // Called when an animation has progressed.
+ virtual void AnimationProgressed(const Animation* animation) {
+ }
+
+ // Called when an animation has been canceled.
+ virtual void AnimationCanceled(const Animation* animation) {
+ }
+};
+
+// Animation
+//
+// This class provides a basic implementation of an object that uses a timer
+// to increment its state over the specified time and frame-rate. To
+// actually do something useful with this you need to subclass it and override
+// AnimateToState and optionally GetCurrentValue to update your state.
+//
+// The Animation notifies a delegate when events of interest occur.
+//
+// The practice is to instantiate a subclass and call Init and any other
+// initialization specific to the subclass, and then call |Start|. The
+// animation uses the current thread's message loop.
+//
+class Animation {
+ public:
+ // Initializes everything except the duration.
+ //
+ // Caller must make sure to call SetDuration() if they use this
+ // constructor; it is preferable to use the full one, but sometimes
+ // duration can change between calls to Start() and we need to
+ // expose this interface.
+ Animation(int frame_rate, AnimationDelegate* delegate);
+
+ // Initializes all fields.
+ Animation(int duration, int frame_rate, AnimationDelegate* delegate);
+ virtual ~Animation();
+
+ // Reset state so that the animation can be started again.
+ virtual void Reset();
+
+ // Called when the animation progresses. Subclasses override this to
+ // efficiently update their state.
+ virtual void AnimateToState(double state) = 0;
+
+ // Gets the value for the current state, according to the animation
+ // curve in use. This class provides only for a linear relationship,
+ // however subclasses can override this to provide others.
+ virtual double GetCurrentValue() const;
+
+ // Start the animation.
+ void Start();
+
+ // Stop the animation.
+ void Stop();
+
+ // Skip to the end of the current animation.
+ void End();
+
+ // Return whether this animation is animating.
+ bool IsAnimating();
+
+ // Changes the length of the animation. This resets the current
+ // state of the animation to the beginning.
+ void SetDuration(int duration);
+
+ protected:
+ // Overriddable, called by Run.
+ virtual void Step();
+
+ // Calculates the timer interval from the constructor list.
+ int CalculateInterval(int frame_rate);
+
+ // Whether or not we are currently animating.
+ bool animating_;
+
+ int frame_rate_;
+ int timer_interval_;
+ int duration_;
+
+ // For determining state.
+ int iteration_count_;
+ int current_iteration_;
+ double state_;
+
+ AnimationDelegate* delegate_;
+
+ base::RepeatingTimer<Animation> timer_;
+
+ private:
+ // Called when the animation's timer expires, calls Step.
+ void Run();
+
+ DISALLOW_COPY_AND_ASSIGN(Animation);
+};
+
+#endif // APP_ANIMATION_H_