// Copyright 2008, Google Inc. // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Google Inc. nor the names of its // contributors may be used to endorse or promote products derived from // this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // Inspired by NSAnimation #ifndef CHROME_COMMON_ANIMATION_H__ #define CHROME_COMMON_ANIMATION_H__ #include "base/task.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 Task { 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(); // The animation's Task::Run implementation virtual void Run(); // Changes the length of the animation. This resets the current // state of the animation to the beginning. void SetDuration(int duration); protected: // 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_; RepeatingTimer timer_; DISALLOW_EVIL_CONSTRUCTORS(Animation); }; #endif // CHROME_COMMON_ANIMATION_H__