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_ |