| // 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_ANIMATION_LINEAR_ANIMATION_H_ |
| #define UI_GFX_ANIMATION_LINEAR_ANIMATION_H_ |
| |
| #include "base/macros.h" |
| #include "base/time/time.h" |
| #include "ui/gfx/animation/animation.h" |
| |
| namespace gfx { |
| |
| class AnimationDelegate; |
| |
| // Linear time bounded animation. As the animation progresses AnimateToState is |
| // invoked. |
| class ANIMATION_EXPORT LinearAnimation : public Animation { |
| public: |
| // Default frame rate (hz). |
| static const int kDefaultFrameRate; |
| |
| // 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. |
| explicit LinearAnimation(AnimationDelegate* delegate, |
| int frame_rate = kDefaultFrameRate); |
| |
| // Initializes all fields. |
| LinearAnimation(base::TimeDelta duration, |
| int frame_rate, |
| AnimationDelegate* delegate); |
| |
| LinearAnimation(const LinearAnimation&) = delete; |
| LinearAnimation& operator=(const LinearAnimation&) = delete; |
| |
| // 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. |
| double GetCurrentValue() const override; |
| |
| // Change the current state of the animation to |new_value|. |
| void SetCurrentValue(double new_value); |
| |
| // 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. This value will be multiplied by |
| // the currently set scale factor. |
| void SetDuration(base::TimeDelta duration); |
| |
| protected: |
| // Called when the animation progresses. Subclasses override this to |
| // efficiently update their state. |
| virtual void AnimateToState(double state) {} |
| |
| // 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. |
| void Step(base::TimeTicks time_now) override; |
| |
| // Overriden to initialize state. |
| void AnimationStarted() override; |
| |
| // Overriden to advance to the end (if End was invoked). |
| void AnimationStopped() override; |
| |
| // Overriden to return true if state is not 1. |
| bool ShouldSendCanceledFromStop() override; |
| |
| base::TimeDelta duration() const { return duration_; } |
| |
| private: |
| 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_; |
| }; |
| |
| } // namespace gfx |
| |
| #endif // UI_GFX_ANIMATION_LINEAR_ANIMATION_H_ |