Index: cc/active_animation.h |
diff --git a/cc/active_animation.h b/cc/active_animation.h |
index b8d3607d9b1e7d942c6c53831e01733c363e6d8a..58d285334dd6b6ca7e18f881bf133fce080389a1 100644 |
--- a/cc/active_animation.h |
+++ b/cc/active_animation.h |
@@ -10,12 +10,12 @@ |
namespace cc { |
-class CCAnimationCurve; |
+class AnimationCurve; |
-// A CCActiveAnimation, contains all the state required to play a CCAnimationCurve. |
+// A ActiveAnimation, contains all the state required to play a AnimationCurve. |
enne (OOO)
2012/10/18 01:28:32
Surprisingly, this seems like the only grammar iss
|
// Specifically, the affected property, the run state (paused, finished, etc.), |
// loop count, last pause time, and the total time spent paused. |
-class CCActiveAnimation { |
+class ActiveAnimation { |
public: |
// Animations begin in one of the 'waiting' states. Animations waiting for the next tick |
// will start the next time the controller animates. Animations waiting for target |
@@ -46,9 +46,9 @@ public: |
TargetPropertyEnumSize |
}; |
- static scoped_ptr<CCActiveAnimation> create(scoped_ptr<CCAnimationCurve>, int animationId, int groupId, TargetProperty); |
+ static scoped_ptr<ActiveAnimation> create(scoped_ptr<AnimationCurve>, int animationId, int groupId, TargetProperty); |
- virtual ~CCActiveAnimation(); |
+ virtual ~ActiveAnimation(); |
int id() const { return m_id; } |
int group() const { return m_group; } |
@@ -82,8 +82,8 @@ public: |
|| m_runState == Aborted |
|| m_runState == WaitingForDeletion; } |
- CCAnimationCurve* curve() { return m_curve.get(); } |
- const CCAnimationCurve* curve() const { return m_curve.get(); } |
+ AnimationCurve* curve() { return m_curve.get(); } |
+ const AnimationCurve* curve() const { return m_curve.get(); } |
// If this is true, even if the animation is running, it will not be tickable until |
// it is given a start time. This is true for animations running on the main thread. |
@@ -99,16 +99,16 @@ public: |
NonControllingInstance |
}; |
- scoped_ptr<CCActiveAnimation> clone(InstanceType) const; |
- scoped_ptr<CCActiveAnimation> cloneAndInitialize(InstanceType, RunState initialRunState, double startTime) const; |
+ scoped_ptr<ActiveAnimation> clone(InstanceType) const; |
+ scoped_ptr<ActiveAnimation> cloneAndInitialize(InstanceType, RunState initialRunState, double startTime) const; |
bool isControllingInstance() const { return m_isControllingInstance; } |
- void pushPropertiesTo(CCActiveAnimation*) const; |
+ void pushPropertiesTo(ActiveAnimation*) const; |
private: |
- CCActiveAnimation(scoped_ptr<CCAnimationCurve>, int animationId, int groupId, TargetProperty); |
+ ActiveAnimation(scoped_ptr<AnimationCurve>, int animationId, int groupId, TargetProperty); |
- scoped_ptr<CCAnimationCurve> m_curve; |
+ scoped_ptr<AnimationCurve> m_curve; |
// IDs are not necessarily unique. |
int m_id; |
@@ -146,14 +146,14 @@ private: |
// Animations lead dual lives. An active animation will be conceptually owned by |
// two controllers, one on the impl thread and one on the main. In reality, there |
- // will be two separate CCActiveAnimation instances for the same animation. They |
+ // will be two separate ActiveAnimation instances for the same animation. They |
// will have the same group id and the same target property (these two values |
// uniquely identify an animation). The instance on the impl thread is the instance |
// that ultimately controls the values of the animating layer and so we will refer |
// to it as the 'controlling instance'. |
bool m_isControllingInstance; |
- DISALLOW_COPY_AND_ASSIGN(CCActiveAnimation); |
+ DISALLOW_COPY_AND_ASSIGN(ActiveAnimation); |
}; |
} // namespace cc |