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120 lines
4.4 KiB
C++
120 lines
4.4 KiB
C++
/*
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* Copyright (c) 2010, Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the following disclaimer
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* in the documentation and/or other materials provided with the
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* distribution.
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* * Neither the name of Google Inc. nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef ScrollAnimator_h
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#define ScrollAnimator_h
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#include "platform/PlatformExport.h"
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#include "platform/PlatformWheelEvent.h"
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#include "platform/geometry/FloatSize.h"
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#include "platform/scroll/ScrollTypes.h"
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#include "wtf/FastAllocBase.h"
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#include "wtf/Forward.h"
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#include "wtf/Noncopyable.h"
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namespace blink {
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class FloatPoint;
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class ScrollableArea;
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class Scrollbar;
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class PLATFORM_EXPORT ScrollAnimator {
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WTF_MAKE_FAST_ALLOCATED; WTF_MAKE_NONCOPYABLE(ScrollAnimator);
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public:
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static PassOwnPtr<ScrollAnimator> create(ScrollableArea*);
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virtual ~ScrollAnimator();
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// Computes a scroll destination for the given parameters. Returns false if
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// already at the destination. Otherwise, starts scrolling towards the
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// destination and returns true. Scrolling may be immediate or animated.
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// The base class implementation always scrolls immediately, never animates.
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virtual bool scroll(ScrollbarOrientation, ScrollGranularity, float step, float delta);
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virtual void scrollToOffsetWithoutAnimation(const FloatPoint&);
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ScrollableArea* scrollableArea() const { return m_scrollableArea; }
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virtual void setIsActive() { }
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virtual bool handleWheelEvent(const PlatformWheelEvent&);
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#if OS(MACOSX)
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virtual void handleWheelEventPhase(PlatformWheelEventPhase) { }
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#endif
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void setCurrentPosition(const FloatPoint&);
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FloatPoint currentPosition() const;
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virtual void cancelAnimations() { }
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virtual void serviceScrollAnimations() { }
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virtual void contentAreaWillPaint() const { }
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virtual void mouseEnteredContentArea() const { }
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virtual void mouseExitedContentArea() const { }
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virtual void mouseMovedInContentArea() const { }
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virtual void mouseEnteredScrollbar(Scrollbar*) const { }
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virtual void mouseExitedScrollbar(Scrollbar*) const { }
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virtual void willStartLiveResize() { }
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virtual void contentsResized() const { }
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virtual void willEndLiveResize() { }
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virtual void contentAreaDidShow() const { }
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virtual void contentAreaDidHide() const { }
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virtual void finishCurrentScrollAnimations() { }
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virtual void didAddVerticalScrollbar(Scrollbar*) { }
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virtual void willRemoveVerticalScrollbar(Scrollbar*) { }
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virtual void didAddHorizontalScrollbar(Scrollbar*) { }
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virtual void willRemoveHorizontalScrollbar(Scrollbar*) { }
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virtual bool shouldScrollbarParticipateInHitTesting(Scrollbar*) { return true; }
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virtual void notifyContentAreaScrolled(const FloatSize&) { }
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virtual bool isRubberBandInProgress() const { return false; }
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protected:
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explicit ScrollAnimator(ScrollableArea*);
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virtual void notifyPositionChanged();
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ScrollableArea* m_scrollableArea;
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float m_currentPosX; // We avoid using a FloatPoint in order to reduce
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float m_currentPosY; // subclass code complexity.
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private:
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float clampScrollPosition(ScrollbarOrientation, float);
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};
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} // namespace blink
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#endif // ScrollAnimator_h
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