238 lines
6.1 KiB
JavaScript
238 lines
6.1 KiB
JavaScript
// Copyright 2011 The Closure Library Authors. All Rights Reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS-IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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/**
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* @fileoverview An abstract base class for transitions. This is a simple
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* interface that allows for playing, pausing and stopping an animation. It adds
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* a simple event model, and animation status.
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*/
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goog.provide('goog.fx.TransitionBase');
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goog.provide('goog.fx.TransitionBase.State');
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goog.require('goog.events.EventTarget');
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goog.require('goog.fx.Transition'); // Unreferenced: interface
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goog.require('goog.fx.Transition.EventType');
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/**
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* Constructor for a transition object.
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*
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* @constructor
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* @implements {goog.fx.Transition}
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* @extends {goog.events.EventTarget}
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*/
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goog.fx.TransitionBase = function() {
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goog.base(this);
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/**
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* The internal state of the animation.
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* @type {goog.fx.TransitionBase.State}
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* @private
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*/
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this.state_ = goog.fx.TransitionBase.State.STOPPED;
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/**
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* Timestamp for when the animation was started.
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* @type {?number}
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* @protected
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*/
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this.startTime = null;
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/**
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* Timestamp for when the animation finished or was stopped.
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* @type {?number}
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* @protected
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*/
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this.endTime = null;
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};
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goog.inherits(goog.fx.TransitionBase, goog.events.EventTarget);
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/**
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* Enum for the possible states of an animation.
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* @enum {number}
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*/
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goog.fx.TransitionBase.State = {
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STOPPED: 0,
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PAUSED: -1,
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PLAYING: 1
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};
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/**
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* Plays the animation.
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*
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* @param {boolean=} opt_restart Optional parameter to restart the animation.
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* @return {boolean} True iff the animation was started.
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* @override
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*/
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goog.fx.TransitionBase.prototype.play = goog.abstractMethod;
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/**
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* Stops the animation.
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*
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* @param {boolean=} opt_gotoEnd Optional boolean parameter to go the the end of
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* the animation.
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* @override
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*/
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goog.fx.TransitionBase.prototype.stop = goog.abstractMethod;
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/**
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* Pauses the animation.
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*/
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goog.fx.TransitionBase.prototype.pause = goog.abstractMethod;
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/**
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* Returns the current state of the animation.
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* @return {goog.fx.TransitionBase.State} State of the animation.
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*/
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goog.fx.TransitionBase.prototype.getStateInternal = function() {
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return this.state_;
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};
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/**
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* Sets the current state of the animation to playing.
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* @protected
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*/
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goog.fx.TransitionBase.prototype.setStatePlaying = function() {
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this.state_ = goog.fx.TransitionBase.State.PLAYING;
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};
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/**
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* Sets the current state of the animation to paused.
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* @protected
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*/
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goog.fx.TransitionBase.prototype.setStatePaused = function() {
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this.state_ = goog.fx.TransitionBase.State.PAUSED;
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};
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/**
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* Sets the current state of the animation to stopped.
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* @protected
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*/
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goog.fx.TransitionBase.prototype.setStateStopped = function() {
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this.state_ = goog.fx.TransitionBase.State.STOPPED;
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};
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/**
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* @return {boolean} True iff the current state of the animation is playing.
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*/
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goog.fx.TransitionBase.prototype.isPlaying = function() {
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return this.state_ == goog.fx.TransitionBase.State.PLAYING;
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};
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/**
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* @return {boolean} True iff the current state of the animation is paused.
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*/
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goog.fx.TransitionBase.prototype.isPaused = function() {
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return this.state_ == goog.fx.TransitionBase.State.PAUSED;
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};
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/**
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* @return {boolean} True iff the current state of the animation is stopped.
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*/
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goog.fx.TransitionBase.prototype.isStopped = function() {
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return this.state_ == goog.fx.TransitionBase.State.STOPPED;
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};
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/**
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* Dispatches the BEGIN event. Sub classes should override this instead
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* of listening to the event, and call this instead of dispatching the event.
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* @protected
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*/
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goog.fx.TransitionBase.prototype.onBegin = function() {
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this.dispatchAnimationEvent(goog.fx.Transition.EventType.BEGIN);
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};
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/**
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* Dispatches the END event. Sub classes should override this instead
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* of listening to the event, and call this instead of dispatching the event.
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* @protected
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*/
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goog.fx.TransitionBase.prototype.onEnd = function() {
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this.dispatchAnimationEvent(goog.fx.Transition.EventType.END);
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};
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/**
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* Dispatches the FINISH event. Sub classes should override this instead
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* of listening to the event, and call this instead of dispatching the event.
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* @protected
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*/
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goog.fx.TransitionBase.prototype.onFinish = function() {
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this.dispatchAnimationEvent(goog.fx.Transition.EventType.FINISH);
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};
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/**
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* Dispatches the PAUSE event. Sub classes should override this instead
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* of listening to the event, and call this instead of dispatching the event.
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* @protected
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*/
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goog.fx.TransitionBase.prototype.onPause = function() {
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this.dispatchAnimationEvent(goog.fx.Transition.EventType.PAUSE);
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};
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/**
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* Dispatches the PLAY event. Sub classes should override this instead
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* of listening to the event, and call this instead of dispatching the event.
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* @protected
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*/
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goog.fx.TransitionBase.prototype.onPlay = function() {
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this.dispatchAnimationEvent(goog.fx.Transition.EventType.PLAY);
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};
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/**
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* Dispatches the RESUME event. Sub classes should override this instead
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* of listening to the event, and call this instead of dispatching the event.
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* @protected
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*/
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goog.fx.TransitionBase.prototype.onResume = function() {
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this.dispatchAnimationEvent(goog.fx.Transition.EventType.RESUME);
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};
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/**
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* Dispatches the STOP event. Sub classes should override this instead
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* of listening to the event, and call this instead of dispatching the event.
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* @protected
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*/
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goog.fx.TransitionBase.prototype.onStop = function() {
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this.dispatchAnimationEvent(goog.fx.Transition.EventType.STOP);
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};
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/**
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* Dispatches an event object for the current animation.
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* @param {string} type Event type that will be dispatched.
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* @protected
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*/
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goog.fx.TransitionBase.prototype.dispatchAnimationEvent = function(type) {
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this.dispatchEvent(type);
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};
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