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This allows us to keep Animation objects around, and the compositor will only use them when the animation is actually running.
50 lines
1.1 KiB
C++
50 lines
1.1 KiB
C++
/*
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* Copyright (c) 2021, Andreas Kling <kling@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Forward.h>
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#include <AK/Function.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/RefCounted.h>
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#include <LibCore/ElapsedTimer.h>
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#include <LibGfx/Forward.h>
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namespace WindowServer {
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class Compositor;
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class Screen;
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class Animation : public RefCounted<Animation> {
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public:
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static NonnullRefPtr<Animation> create() { return adopt_ref(*new Animation); }
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~Animation();
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bool is_running() const { return m_running; }
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void start();
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void stop();
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void was_removed(Badge<Compositor>);
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void set_duration(int duration_in_ms);
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int duration() const { return m_duration; }
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bool update(Gfx::Painter&, Screen&, Gfx::DisjointIntRectSet& flush_rects);
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void call_stop_handler(Badge<Compositor>);
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Function<void(float progress, Gfx::Painter&, Screen&, Gfx::DisjointIntRectSet& flush_rects)> on_update;
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Function<void()> on_stop;
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private:
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Animation() = default;
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Core::ElapsedTimer m_timer;
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int m_duration { 0 };
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bool m_running { false };
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};
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}
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