// 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);
};