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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 | |
5 #ifndef UI_BASE_ANIMATION_LINEAR_ANIMATION_H_ | |
6 #define UI_BASE_ANIMATION_LINEAR_ANIMATION_H_ | |
7 | |
8 #include "base/time/time.h" | |
9 #include "ui/base/animation/animation.h" | |
10 | |
11 namespace ui { | |
12 | |
13 class AnimationDelegate; | |
14 | |
15 // Linear time bounded animation. As the animation progresses AnimateToState is | |
16 // invoked. | |
17 class UI_EXPORT LinearAnimation : public Animation { | |
18 public: | |
19 // Initializes everything except the duration. | |
20 // | |
21 // Caller must make sure to call SetDuration() if they use this | |
22 // constructor; it is preferable to use the full one, but sometimes | |
23 // duration can change between calls to Start() and we need to | |
24 // expose this interface. | |
25 LinearAnimation(int frame_rate, AnimationDelegate* delegate); | |
26 | |
27 // Initializes all fields. | |
28 LinearAnimation(int duration, int frame_rate, AnimationDelegate* delegate); | |
29 | |
30 // Gets the value for the current state, according to the animation curve in | |
31 // use. This class provides only for a linear relationship, however subclasses | |
32 // can override this to provide others. | |
33 virtual double GetCurrentValue() const OVERRIDE; | |
34 | |
35 // Change the current state of the animation to |new_value|. | |
36 void SetCurrentValue(double new_value); | |
37 | |
38 // Skip to the end of the current animation. | |
39 void End(); | |
40 | |
41 // Changes the length of the animation. This resets the current | |
42 // state of the animation to the beginning. | |
43 void SetDuration(int duration); | |
44 | |
45 protected: | |
46 // Called when the animation progresses. Subclasses override this to | |
47 // efficiently update their state. | |
48 virtual void AnimateToState(double state) {} | |
49 | |
50 // Invoked by the AnimationContainer when the animation is running to advance | |
51 // the animation. Use |time_now| rather than Time::Now to avoid multiple | |
52 // animations running at the same time diverging. | |
53 virtual void Step(base::TimeTicks time_now) OVERRIDE; | |
54 | |
55 // Overriden to initialize state. | |
56 virtual void AnimationStarted() OVERRIDE; | |
57 | |
58 // Overriden to advance to the end (if End was invoked). | |
59 virtual void AnimationStopped() OVERRIDE; | |
60 | |
61 // Overriden to return true if state is not 1. | |
62 virtual bool ShouldSendCanceledFromStop() OVERRIDE; | |
63 | |
64 private: | |
65 base::TimeDelta duration_; | |
66 | |
67 // Current state, on a scale from 0.0 to 1.0. | |
68 double state_; | |
69 | |
70 // If true, we're in end. This is used to determine if the animation should | |
71 // be advanced to the end from AnimationStopped. | |
72 bool in_end_; | |
73 | |
74 DISALLOW_COPY_AND_ASSIGN(LinearAnimation); | |
75 }; | |
76 | |
77 } // namespace ui | |
78 | |
79 #endif // APP_LINEAR_ANIMATION_H_ | |
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