epoc32/include/mw/animation.h
author William Roberts <williamr@symbian.org>
Wed, 31 Mar 2010 12:33:34 +0100
branchSymbian3
changeset 4 837f303aceeb
parent 3 e1b950c65cb4
permissions -rw-r--r--
Current Symbian^3 public API header files (from PDK 3.0.h)
This is the epoc32/include tree with the "platform" subtrees removed, and
all but a selected few mbg and rsg files removed.
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// Copyright (c) 2004-2009 Nokia Corporation and/or its subsidiary(-ies).
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// All rights reserved.
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// This component and the accompanying materials are made available
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// under the terms of "Eclipse Public License v1.0"
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// which accompanies this distribution, and is available
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// at the URL "http://www.eclipse.org/legal/epl-v10.html".
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//
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// Initial Contributors:
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// Nokia Corporation - initial contribution.
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//
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// Contributors:
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//
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// Description:
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//
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#ifndef __ANIMATION_H__
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#define __ANIMATION_H__
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#include <animationmixins.h>
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class TAnimationConfig;
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/** Pure virtual base class for animations.
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This defines an abstracted interface between a client application and an
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animation.  Most of the implementation details are handled by an animator
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plugin.  The source of the animation data and its interpretation are usually
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handled by a data provider.
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@see CAnimationDataProvider
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@see CAnimator
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@see MAnimationObserver
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@publishedAll
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@released*/
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class CAnimation : public CBase
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	{
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public:
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	/** Causes the animation to start, at the first time step or logical
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	equivalent.  If the animation is already running, it rewinds.
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	@see TAnimationConfig
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	@param aConfig Specifies run time attributes of the animation.*/
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	virtual void Start(const TAnimationConfig& aConfig) = 0;
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	/** Causes the animation to stop, and rewinds to the first frame.*/
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	virtual void Stop() = 0;
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	/** Causes the animation to stop, but without rewinding.*/
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	virtual void Pause() = 0;
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	/** Causes a paused animation to continue from where it left off.*/
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	virtual void Resume() = 0;
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	/** Puts an animation on hold, which is similar to pause, but keeps
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	track of the time steps passing and catches up when resumed.  This
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	can be used to temporarily cease processing an animation without it
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	getting out of step with others.*/
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	virtual void Hold() = 0;
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	/** Resumes a held animation.*/
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	virtual void Unhold() = 0;
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	/** Sets the coordinates of the animation.  This generally refers
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	to the top left corner of the total area the animation covers.
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	@param aPoint The new coordinates of the animation (usually the top left
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	corner)*/
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	virtual void SetPosition(const TPoint& aPoint) = 0;
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	/** Causes whatever ticker this animation provides to its animator to
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	be frozen untill a corresponding call to unfreeze.
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	You should not normally need to call this function.
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	@see Unfreeze()*/
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	virtual void Freeze() = 0;
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	/** Causes whatever ticker this animation provides to its animator to
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	be unfrozen.
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	You should not normally need to call this function.
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	@see Freeze()*/	
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	virtual void Unfreeze() = 0;
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	};
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#endif //__ANIMATION_H__