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JUCE/modules/juce_gui_basics/layout/juce_ComponentAnimator.h
2024-04-16 17:43:21 +01:00

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/*
==============================================================================
This file is part of the JUCE framework.
Copyright (c) Raw Material Software Limited
JUCE is an open source framework subject to commercial or open source
licensing.
By downloading, installing, or using the JUCE framework, or combining the
JUCE framework with any other source code, object code, content or any other
copyrightable work, you agree to the terms of the JUCE End User Licence
Agreement, and all incorporated terms including the JUCE Privacy Policy and
the JUCE Website Terms of Service, as applicable, which will bind you. If you
do not agree to the terms of these agreements, we will not license the JUCE
framework to you, and you must discontinue the installation or download
process and cease use of the JUCE framework.
JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/
JUCE Privacy Policy: https://juce.com/juce-privacy-policy
JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/
Or:
You may also use this code under the terms of the AGPLv3:
https://www.gnu.org/licenses/agpl-3.0.en.html
THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL
WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF
MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
This class has been superseded, it is now recommended you use the Animator
class in the juce_animation module.
Animates a set of components, moving them to a new position and/or fading their
alpha levels.
To animate a component, create a ComponentAnimator instance or (preferably) use the
global animator object provided by Desktop::getAnimator(), and call its animateComponent()
method to commence the movement.
If you're using your own ComponentAnimator instance, you'll need to make sure it isn't
deleted before it finishes moving the components, or they'll be abandoned before reaching their
destinations.
It's ok to delete components while they're being animated - the animator will detect this
and safely stop using them.
The class is a ChangeBroadcaster and sends a notification when any components
start or finish being animated.
@see Animator, Desktop::getAnimator
@tags{GUI}
*/
class JUCE_API ComponentAnimator : public ChangeBroadcaster,
private Timer
{
public:
//==============================================================================
/** Creates a ComponentAnimator. */
ComponentAnimator();
/** Destructor. */
~ComponentAnimator() override;
//==============================================================================
/** Starts a component moving from its current position to a specified position.
If the component is already in the middle of an animation, that will be abandoned,
and a new animation will begin, moving the component from its current location.
The start and end speed parameters let you apply some acceleration to the component's
movement.
@param component the component to move
@param finalBounds the destination bounds to which the component should move. To leave the
component in the same place, just pass component->getBounds() for this value
@param finalAlpha the alpha value that the component should have at the end of the animation
@param animationDurationMilliseconds how long the animation should last, in milliseconds
@param useProxyComponent if true, this means the component should be replaced by an internally
managed temporary component which is a snapshot of the original component.
This avoids the component having to paint itself as it moves, so may
be more efficient. This option also allows you to delete the original
component immediately after starting the animation, because the animation
can proceed without it. If you use a proxy, the original component will be
made invisible by this call, and then will become visible again at the end
of the animation. It'll also mean that the proxy component will be temporarily
added to the component's parent, so avoid it if this might confuse the parent
component, or if there's a chance the parent might decide to delete its children.
@param startSpeed a value to indicate the relative start speed of the animation. If this is 0,
the component will start by accelerating from rest; higher values mean that it
will have an initial speed greater than zero. If the value is greater than 1, it
will decelerate towards the middle of its journey. To move the component at a
constant rate for its entire animation, set both the start and end speeds to 1.0
@param endSpeed a relative speed at which the component should be moving when the animation finishes.
If this is 0, the component will decelerate to a standstill at its final position;
higher values mean the component will still be moving when it stops. To move the component
at a constant rate for its entire animation, set both the start and end speeds to 1.0
*/
void animateComponent (Component* component,
const Rectangle<int>& finalBounds,
float finalAlpha,
int animationDurationMilliseconds,
bool useProxyComponent,
double startSpeed,
double endSpeed);
/** Begins a fade-out of this components alpha level.
This is a quick way of invoking animateComponent() with a target alpha value of 0.0f, using
a proxy. You're safe to delete the component after calling this method, and this won't
interfere with the animation's progress.
*/
void fadeOut (Component* component, int millisecondsToTake);
/** Begins a fade-in of a component.
This is a quick way of invoking animateComponent() with a target alpha value of 1.0f.
*/
void fadeIn (Component* component, int millisecondsToTake);
/** Stops a component if it's currently being animated.
If moveComponentToItsFinalPosition is true, then the component will
be immediately moved to its destination position and size. If false, it will be
left in whatever location it currently occupies.
*/
void cancelAnimation (Component* component,
bool moveComponentToItsFinalPosition);
/** Clears all of the active animations.
If moveComponentsToTheirFinalPositions is true, all the components will
be immediately set to their final positions. If false, they will be
left in whatever locations they currently occupy.
*/
void cancelAllAnimations (bool moveComponentsToTheirFinalPositions);
/** Returns the destination position for a component.
If the component is being animated, this will return the target position that
was specified when animateComponent() was called.
If the specified component isn't currently being animated, this method will just
return its current position.
*/
Rectangle<int> getComponentDestination (Component* component);
/** Returns true if the specified component is currently being animated. */
bool isAnimating (Component* component) const noexcept;
/** Returns true if any components are currently being animated. */
bool isAnimating() const noexcept;
private:
//==============================================================================
class AnimationTask;
OwnedArray<AnimationTask> tasks;
uint32 lastTime;
AnimationTask* findTaskFor (Component*) const noexcept;
void timerCallback() override;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (ComponentAnimator)
};
} // namespace juce