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serenity/Userland/Services/WindowServer/Animation.h
Tom 426d1b7410 WindowServer: Only register animations when they're running
This allows us to keep Animation objects around, and the compositor
will only use them when the animation is actually running.
2023-04-13 20:18:49 +02:00

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1.1 KiB
C++

/*
* Copyright (c) 2021, Andreas Kling <kling@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Forward.h>
#include <AK/Function.h>
#include <AK/NonnullRefPtr.h>
#include <AK/RefCounted.h>
#include <LibCore/ElapsedTimer.h>
#include <LibGfx/Forward.h>
namespace WindowServer {
class Compositor;
class Screen;
class Animation : public RefCounted<Animation> {
public:
static NonnullRefPtr<Animation> create() { return adopt_ref(*new Animation); }
~Animation();
bool is_running() const { return m_running; }
void start();
void stop();
void was_removed(Badge<Compositor>);
void set_duration(int duration_in_ms);
int duration() const { return m_duration; }
bool update(Gfx::Painter&, Screen&, Gfx::DisjointIntRectSet& flush_rects);
void call_stop_handler(Badge<Compositor>);
Function<void(float progress, Gfx::Painter&, Screen&, Gfx::DisjointIntRectSet& flush_rects)> on_update;
Function<void()> on_stop;
private:
Animation() = default;
Core::ElapsedTimer m_timer;
int m_duration { 0 };
bool m_running { false };
};
}