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// Copyright (c) 2010 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


#include "app/animation.h"
#include "base/time.h"

class AnimationDelegate;

// Linear time bounded animation. As the animation progresses AnimateToState is
// invoked.
class LinearAnimation : public Animation {
  // 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.
  LinearAnimation(int frame_rate, AnimationDelegate* delegate);

  // Initializes all fields.
  LinearAnimation(int duration, int frame_rate, AnimationDelegate* delegate);

  // 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;

  // Skip to the end of the current animation.
  void End();

  // Changes the length of the animation. This resets the current
  // state of the animation to the beginning.
  void SetDuration(int duration);

  // Called when the animation progresses. Subclasses override this to
  // efficiently update their state.
  virtual void AnimateToState(double state) = 0;

  // Invoked by the AnimationContainer when the animation is running to advance
  // the animation. Use |time_now| rather than Time::Now to avoid multiple
  // animations running at the same time diverging.
  virtual void Step(base::TimeTicks time_now);

  // Overriden to advance to the end (if End was invoked).
  virtual void AnimationStopped();

  // Overriden to return true if state is not 1.
  virtual bool ShouldSendCanceledFromStop();

  base::TimeDelta duration_;

  // Current state, on a scale from 0.0 to 1.0.
  double state_;

  // If true, we're in end. This is used to determine if the animation should
  // be advanced to the end from AnimationStopped.
  bool in_end_;



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