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I wrote a script to do this which is attached to the bug. TBR=abarth@chromium.org BUG=435361 Review URL: https://codereview.chromium.org/736373003
63 lines
2.2 KiB
C++
63 lines
2.2 KiB
C++
// Copyright 2014 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef SKY_ENGINE_CORE_ANIMATION_INTERPOLATIONEFFECT_H_
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#define SKY_ENGINE_CORE_ANIMATION_INTERPOLATIONEFFECT_H_
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#include "sky/engine/core/animation/Interpolation.h"
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#include "sky/engine/platform/animation/TimingFunction.h"
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#include "sky/engine/wtf/PassOwnPtr.h"
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#include "sky/engine/wtf/RefCounted.h"
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namespace blink {
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class InterpolationEffect : public RefCounted<InterpolationEffect> {
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public:
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static PassRefPtr<InterpolationEffect> create() { return adoptRef(new InterpolationEffect()); }
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PassOwnPtr<Vector<RefPtr<Interpolation> > > getActiveInterpolations(double fraction, double iterationDuration) const;
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void addInterpolation(PassRefPtr<Interpolation> interpolation, PassRefPtr<TimingFunction> easing, double start, double end, double applyFrom, double applyTo)
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{
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m_interpolations.append(InterpolationRecord::create(interpolation, easing, start, end, applyFrom, applyTo));
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}
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private:
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InterpolationEffect()
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{
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}
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class InterpolationRecord {
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public:
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RefPtr<Interpolation> m_interpolation;
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RefPtr<TimingFunction> m_easing;
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double m_start;
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double m_end;
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double m_applyFrom;
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double m_applyTo;
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static PassOwnPtr<InterpolationRecord> create(PassRefPtr<Interpolation> interpolation, PassRefPtr<TimingFunction> easing, double start, double end, double applyFrom, double applyTo)
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{
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return adoptPtr(new InterpolationRecord(interpolation, easing, start, end, applyFrom, applyTo));
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}
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private:
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InterpolationRecord(PassRefPtr<Interpolation> interpolation, PassRefPtr<TimingFunction> easing, double start, double end, double applyFrom, double applyTo)
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: m_interpolation(interpolation)
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, m_easing(easing)
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, m_start(start)
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, m_end(end)
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, m_applyFrom(applyFrom)
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, m_applyTo(applyTo)
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{
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}
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};
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Vector<OwnPtr<InterpolationRecord> > m_interpolations;
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};
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}
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#endif // SKY_ENGINE_CORE_ANIMATION_INTERPOLATIONEFFECT_H_
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