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138 lines
6.3 KiB
C++
138 lines
6.3 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library - "Jules' Utility Class Extensions"
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Copyright 2004-9 by Raw Material Software Ltd.
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------------------------------------------------------------------------------
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JUCE can be redistributed and/or modified under the terms of the GNU General
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Public License (Version 2), as published by the Free Software Foundation.
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A copy of the license is included in the JUCE distribution, or can be found
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online 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.rawmaterialsoftware.com/juce for more information.
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==============================================================================
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*/
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#ifndef __JUCE_COMPONENTANIMATOR_JUCEHEADER__
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#define __JUCE_COMPONENTANIMATOR_JUCEHEADER__
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#include "../juce_Component.h"
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#include "../../../events/juce_ChangeBroadcaster.h"
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#include "../../../events/juce_Timer.h"
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//==============================================================================
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/**
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Animates a set of components, moving it to a new position.
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To use this, create a ComponentAnimator, and use its animateComponent() method
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to tell it to move components to destination positions. Any number of
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components can be animated by one ComponentAnimator object (if you've got a
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lot of components to move, it's much more efficient to share a single animator
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than to have many animators running at once).
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You'll need to make sure the animator object isn't deleted before it finishes
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moving the components.
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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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*/
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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 finalPosition the destination position and size to move it to
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@param millisecondsToSpendMoving how long, in milliseconds, it should take
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to arrive at its destination
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@param startSpeed a value to indicate the relative start speed of the
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animation. If this is 0, the component will start
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by accelerating from rest; higher values mean that it
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will have an initial speed greater than zero. If the
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value if greater than 1, it will decelerate towards the
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middle of its journey. To move the component at a constant
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rate for its entire animation, set both the start and
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end speeds to 1.0
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@param endSpeed a relative speed at which the component should be moving
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when the animation finishes. If this is 0, the component
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will decelerate to a standstill at its final position; higher
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values mean the component will still be moving when it stops.
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To move the component at a constant rate for its entire
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animation, set both the start and end speeds to 1.0
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*/
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void animateComponent (Component* const component,
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const Rectangle<int>& finalPosition,
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const int millisecondsToSpendMoving,
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const double startSpeed = 1.0,
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const double endSpeed = 1.0);
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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* const component,
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const 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 (const 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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const Rectangle<int> getComponentDestination (Component* const component);
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/** Returns true if the specified component is currently being animated.
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*/
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bool isAnimating (Component* component) const;
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//==============================================================================
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juce_UseDebuggingNewOperator
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private:
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VoidArray tasks;
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uint32 lastTime;
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void* findTaskFor (Component* const component) const;
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void timerCallback();
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};
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#endif // __JUCE_COMPONENTANIMATOR_JUCEHEADER__
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