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Unified Diff: ui/gfx/compositor/layer_animation_sequence.h

Issue 8247009: Explicit animation support (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Updated views desktop demo. Created 9 years, 2 months ago
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Index: ui/gfx/compositor/layer_animation_sequence.h
diff --git a/ui/gfx/compositor/layer_animation_sequence.h b/ui/gfx/compositor/layer_animation_sequence.h
new file mode 100644
index 0000000000000000000000000000000000000000..26b25a20dd380215ee586aa32bf13d054a8289a1
--- /dev/null
+++ b/ui/gfx/compositor/layer_animation_sequence.h
@@ -0,0 +1,78 @@
+// Copyright (c) 2011 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.
+
+#ifndef UI_GFX_COMPOSITOR_LAYER_ANIMATION_SEQUENCE_H_
+#define UI_GFX_COMPOSITOR_LAYER_ANIMATION_SEQUENCE_H_
+#pragma once
+
+#include <vector>
+
+#include "base/memory/ref_counted.h"
+#include "base/time.h"
+#include "ui/gfx/compositor/layer_animation_element.h"
+
+namespace ui {
+
+class LayerAnimationDelegate;
+
+// Contains a collection of layer animation elements. Although it has a similar
sky 2011/10/14 16:39:52 Clarify this runs the elements one after another.
+// interface to LayerAnimationElement, it is not a LayerAnimationElement (i.e.,
+// it is not permitted to have a sequence in a sequence).
sky 2011/10/14 16:39:52 Also document who owns these
+//
+// TODO(vollick) Create a 'blended' sequence for transitioning between
+// sequences.
+class LayerAnimationSequence : public base::RefCounted<LayerAnimationSequence> {
sky 2011/10/14 16:39:52 same comment about refcounted here.
+ public:
+ typedef std::vector<scoped_refptr<LayerAnimationElement> > Elements;
+
+ LayerAnimationSequence();
+ LayerAnimationSequence(LayerAnimationElement* element);
sky 2011/10/14 16:39:52 explicit
+
+ // Updates the delegate to the appropriate value for |elapsed|, which is in
+ // the range [0, Duration()]. If the animation is not aborted, it is
+ // guaranteed that Animate will be called with elapsed = Duration().
+ void Progress(base::TimeDelta elapsed, LayerAnimationDelegate* delegate);
+
+ // Aborts the given animation.
+ void Abort();
+
+ // All properties modified by the sequence.
+ const LayerAnimationElement::AnimatableProperties& properties() const {
+ return properties_;
+ }
+
+ // The total, finite duration of one cycle of the sequence.
+ base::TimeDelta duration() const {
+ return duration_;
+ }
+
+ // Adds an element to the sequence.
+ void AddElement(LayerAnimationElement* element);
+
+ // Sequences can be looped indefinitely.
+ void set_is_cyclic(bool is_cyclic) { is_cyclic_ = is_cyclic; }
+ bool is_cyclic() const { return is_cyclic_; }
+
+ // Returns true, if the sequences share a common property
sky 2011/10/14 16:39:52 nit: end with '.'.
+ bool HasCommonProperty(const LayerAnimationSequence& other) const;
+
+ private:
+ friend class base::RefCounted<LayerAnimationSequence>;
+ virtual ~LayerAnimationSequence();
+
+ base::TimeDelta duration_;
+ LayerAnimationElement::AnimatableProperties properties_;
+ Elements elements_;
+ bool is_cyclic_;
+
+ // these are used when animating to efficiently find the next element
+ Elements::size_type last_element_;
+ base::TimeDelta last_start_;
sky 2011/10/14 16:39:52 I think you want timeticks for this sort of stuff.
+
+ DISALLOW_COPY_AND_ASSIGN(LayerAnimationSequence);
+};
+
+} // namespace ui
+
+#endif // UI_GFX_COMPOSITOR_LAYER_ANIMATION_SEQUENCE_H_

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