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161 lines
8.0 KiB
161 lines
8.0 KiB
/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2015 - ROLI Ltd.
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Permission is granted to use this software under the terms of either:
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a) the GPL v2 (or any later version)
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b) the Affero GPL v3
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Details of these licenses can be found at: www.gnu.org/licenses
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.juce.com for more information.
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==============================================================================
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*/
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#ifndef JUCE_COMPONENTANIMATOR_H_INCLUDED
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#define JUCE_COMPONENTANIMATOR_H_INCLUDED
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//==============================================================================
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/**
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Animates a set of components, moving them to a new position and/or fading their
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alpha levels.
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To animate a component, create a ComponentAnimator instance or (preferably) use the
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global animator object provided by Desktop::getAnimator(), and call its animateComponent()
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method to commence the movement.
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If you're using your own ComponentAnimator instance, you'll need to make sure it isn't
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deleted before it finishes moving the components, or they'll be abandoned before reaching their
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destinations.
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It's ok to delete components while they're being animated - the animator will detect this
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and safely stop using them.
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The class is a ChangeBroadcaster and sends a notification when any components
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start or finish being animated.
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@see Desktop::getAnimator
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*/
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class JUCE_API ComponentAnimator : public ChangeBroadcaster,
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private Timer
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{
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public:
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//==============================================================================
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/** Creates a ComponentAnimator. */
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ComponentAnimator();
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/** Destructor. */
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~ComponentAnimator();
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//==============================================================================
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/** Starts a component moving from its current position to a specified position.
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If the component is already in the middle of an animation, that will be abandoned,
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and a new animation will begin, moving the component from its current location.
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The start and end speed parameters let you apply some acceleration to the component's
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movement.
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@param component the component to move
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@param finalBounds the destination bounds to which the component should move. To leave the
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component in the same place, just pass component->getBounds() for this value
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@param finalAlpha the alpha value that the component should have at the end of the animation
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@param animationDurationMilliseconds how long the animation should last, in milliseconds
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@param useProxyComponent if true, this means the component should be replaced by an internally
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managed temporary component which is a snapshot of the original component.
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This avoids the component having to paint itself as it moves, so may
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be more efficient. This option also allows you to delete the original
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component immediately after starting the animation, because the animation
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can proceed without it. If you use a proxy, the original component will be
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made invisible by this call, and then will become visible again at the end
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of the animation. It'll also mean that the proxy component will be temporarily
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added to the component's parent, so avoid it if this might confuse the parent
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component, or if there's a chance the parent might decide to delete its children.
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@param startSpeed a value to indicate the relative start speed of the animation. If this is 0,
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the component will start by accelerating from rest; higher values mean that it
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will have an initial speed greater than zero. If the value if greater than 1, it
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will decelerate towards the middle of its journey. To move the component at a
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constant rate for its entire animation, set both the start and end speeds to 1.0
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@param endSpeed a relative speed at which the component should be moving when the animation finishes.
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If this is 0, the component will decelerate to a standstill at its final position;
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higher values mean the component will still be moving when it stops. To move the component
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at a constant rate for its entire animation, set both the start and end speeds to 1.0
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*/
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void animateComponent (Component* component,
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const Rectangle<int>& finalBounds,
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float finalAlpha,
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int animationDurationMilliseconds,
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bool useProxyComponent,
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double startSpeed,
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double endSpeed);
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/** Begins a fade-out of this components alpha level.
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This is a quick way of invoking animateComponent() with a target alpha value of 0.0f, using
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a proxy. You're safe to delete the component after calling this method, and this won't
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interfere with the animation's progress.
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*/
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void fadeOut (Component* component, int millisecondsToTake);
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/** Begins a fade-in of a component.
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This is a quick way of invoking animateComponent() with a target alpha value of 1.0f.
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*/
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void fadeIn (Component* component, int millisecondsToTake);
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/** Stops a component if it's currently being animated.
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If moveComponentToItsFinalPosition is true, then the component will
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be immediately moved to its destination position and size. If false, it will be
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left in whatever location it currently occupies.
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*/
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void cancelAnimation (Component* component,
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bool moveComponentToItsFinalPosition);
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/** Clears all of the active animations.
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If moveComponentsToTheirFinalPositions is true, all the components will
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be immediately set to their final positions. If false, they will be
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left in whatever locations they currently occupy.
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*/
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void cancelAllAnimations (bool moveComponentsToTheirFinalPositions);
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/** Returns the destination position for a component.
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If the component is being animated, this will return the target position that
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was specified when animateComponent() was called.
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If the specified component isn't currently being animated, this method will just
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return its current position.
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*/
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Rectangle<int> getComponentDestination (Component* component);
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/** Returns true if the specified component is currently being animated. */
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bool isAnimating (Component* component) const noexcept;
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/** Returns true if any components are currently being animated. */
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bool isAnimating() const noexcept;
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private:
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//==============================================================================
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class AnimationTask;
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OwnedArray<AnimationTask> tasks;
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uint32 lastTime;
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AnimationTask* findTaskFor (Component*) const noexcept;
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void timerCallback();
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (ComponentAnimator)
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};
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#endif // JUCE_COMPONENTANIMATOR_H_INCLUDED
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