// 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() const; // Changes the length of the animation. This resets the current // state of the animation to the beginning. void SetDuration(int duration); // Returns true if rich animations should be rendered. // Looks at session type (e.g. remote desktop) and accessibility settings // to give guidance for heavy animations such as "start download" arrow. static bool ShouldRenderRichAnimation(); 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 timer_; private: // Called when the animation's timer expires, calls Step. void Run(); DISALLOW_COPY_AND_ASSIGN(Animation); }; #endif // APP_ANIMATION_H_