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Side by Side Diff: cc/active_animation.h

Issue 11365025: Make cc a component (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: rebase Created 8 years, 1 month ago
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1 // Copyright 2012 The Chromium Authors. All rights reserved. 1 // Copyright 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #ifndef CCActiveAnimation_h 5 #ifndef CCActiveAnimation_h
6 #define CCActiveAnimation_h 6 #define CCActiveAnimation_h
7 7
8 #include "base/basictypes.h" 8 #include "base/basictypes.h"
9 #include "base/memory/scoped_ptr.h" 9 #include "base/memory/scoped_ptr.h"
10 #include "cc/cc_export.h"
10 11
11 namespace cc { 12 namespace cc {
12 13
13 class AnimationCurve; 14 class AnimationCurve;
14 15
15 // An ActiveAnimation, contains all the state required to play an AnimationCurve . 16 // An ActiveAnimation, contains all the state required to play an AnimationCurve .
16 // Specifically, the affected property, the run state (paused, finished, etc.), 17 // Specifically, the affected property, the run state (paused, finished, etc.),
17 // loop count, last pause time, and the total time spent paused. 18 // loop count, last pause time, and the total time spent paused.
18 class ActiveAnimation { 19 class CC_EXPORT ActiveAnimation {
19 public: 20 public:
20 // Animations begin in one of the 'waiting' states. Animations waiting for t he next tick 21 // Animations begin in one of the 'waiting' states. Animations waiting for t he next tick
21 // will start the next time the controller animates. Animations waiting for target 22 // will start the next time the controller animates. Animations waiting for target
22 // availibility will run as soon as their target property is free (and all t he animations 23 // availibility will run as soon as their target property is free (and all t he animations
23 // animating with it are also able to run). Animations waiting for their sta rt time to 24 // animating with it are also able to run). Animations waiting for their sta rt time to
24 // come have be scheduled to run at a particular point in time. When this ti me arrives, 25 // come have be scheduled to run at a particular point in time. When this ti me arrives,
25 // the controller will move the animations into the Running state. Running a nimations 26 // the controller will move the animations into the Running state. Running a nimations
26 // may toggle between Running and Paused, and may be stopped by moving into either the 27 // may toggle between Running and Paused, and may be stopped by moving into either the
27 // Aborted or Finished states. A Finished animation was allowed to run to co mpletion, but 28 // Aborted or Finished states. A Finished animation was allowed to run to co mpletion, but
28 // an Aborted animation was not. 29 // an Aborted animation was not.
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152 // that ultimately controls the values of the animating layer and so we will refer 153 // that ultimately controls the values of the animating layer and so we will refer
153 // to it as the 'controlling instance'. 154 // to it as the 'controlling instance'.
154 bool m_isControllingInstance; 155 bool m_isControllingInstance;
155 156
156 DISALLOW_COPY_AND_ASSIGN(ActiveAnimation); 157 DISALLOW_COPY_AND_ASSIGN(ActiveAnimation);
157 }; 158 };
158 159
159 } // namespace cc 160 } // namespace cc
160 161
161 #endif // CCActiveAnimation_h 162 #endif // CCActiveAnimation_h
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