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