| Index: cc/animation.h
|
| diff --git a/cc/active_animation.h b/cc/animation.h
|
| similarity index 88%
|
| rename from cc/active_animation.h
|
| rename to cc/animation.h
|
| index 413e9f2053197930e5bce6ce4979ca8f6276b020..cd45d4e5a70118648c031f9971524533fcd122ca 100644
|
| --- a/cc/active_animation.h
|
| +++ b/cc/animation.h
|
| @@ -2,8 +2,8 @@
|
| // Use of this source code is governed by a BSD-style license that can be
|
| // found in the LICENSE file.
|
|
|
| -#ifndef CC_ACTIVE_ANIMATION_H_
|
| -#define CC_ACTIVE_ANIMATION_H_
|
| +#ifndef CC_ANIMATION_H_
|
| +#define CC_ANIMATION_H_
|
|
|
| #include "base/basictypes.h"
|
| #include "base/memory/scoped_ptr.h"
|
| @@ -13,10 +13,10 @@ namespace cc {
|
|
|
| class AnimationCurve;
|
|
|
| -// An ActiveAnimation, contains all the state required to play an AnimationCurve.
|
| +// An Animation, contains all the state required to play an AnimationCurve.
|
| // Specifically, the affected property, the run state (paused, finished, etc.),
|
| // loop count, last pause time, and the total time spent paused.
|
| -class CC_EXPORT ActiveAnimation {
|
| +class CC_EXPORT Animation {
|
| public:
|
| // Animations begin in one of the 'waiting' states. Animations waiting for the next tick
|
| // will start the next time the controller animates. Animations waiting for target
|
| @@ -47,9 +47,9 @@ public:
|
| TargetPropertyEnumSize
|
| };
|
|
|
| - static scoped_ptr<ActiveAnimation> create(scoped_ptr<AnimationCurve>, int animationId, int groupId, TargetProperty);
|
| + static scoped_ptr<Animation> create(scoped_ptr<AnimationCurve>, int animationId, int groupId, TargetProperty);
|
|
|
| - virtual ~ActiveAnimation();
|
| + virtual ~Animation();
|
|
|
| int id() const { return m_id; }
|
| int group() const { return m_group; }
|
| @@ -100,14 +100,14 @@ public:
|
| NonControllingInstance
|
| };
|
|
|
| - scoped_ptr<ActiveAnimation> clone(InstanceType) const;
|
| - scoped_ptr<ActiveAnimation> cloneAndInitialize(InstanceType, RunState initialRunState, double startTime) const;
|
| + scoped_ptr<Animation> clone(InstanceType) const;
|
| + scoped_ptr<Animation> cloneAndInitialize(InstanceType, RunState initialRunState, double startTime) const;
|
| bool isControllingInstance() const { return m_isControllingInstance; }
|
|
|
| - void pushPropertiesTo(ActiveAnimation*) const;
|
| + void pushPropertiesTo(Animation*) const;
|
|
|
| private:
|
| - ActiveAnimation(scoped_ptr<AnimationCurve>, int animationId, int groupId, TargetProperty);
|
| + Animation(scoped_ptr<AnimationCurve>, int animationId, int groupId, TargetProperty);
|
|
|
| scoped_ptr<AnimationCurve> m_curve;
|
|
|
| @@ -147,16 +147,16 @@ private:
|
|
|
| // Animations lead dual lives. An active animation will be conceptually owned by
|
| // two controllers, one on the impl thread and one on the main. In reality, there
|
| - // will be two separate ActiveAnimation instances for the same animation. They
|
| + // will be two separate Animation instances for the same animation. They
|
| // will have the same group id and the same target property (these two values
|
| // uniquely identify an animation). The instance on the impl thread is the instance
|
| // that ultimately controls the values of the animating layer and so we will refer
|
| // to it as the 'controlling instance'.
|
| bool m_isControllingInstance;
|
|
|
| - DISALLOW_COPY_AND_ASSIGN(ActiveAnimation);
|
| + DISALLOW_COPY_AND_ASSIGN(Animation);
|
| };
|
|
|
| } // namespace cc
|
|
|
| -#endif // CC_ACTIVE_ANIMATION_H_
|
| +#endif // CC_ANIMATION_H_
|
|
|