##// END OF EJS Templates
Added 'Fail' method to RunnableComponent which allows component to move from...
Added 'Fail' method to RunnableComponent which allows component to move from Running to Failed state. Added PollingComponent a timer based runnable component More tests Added FailPromise a thin class to wrap exceptions Fixed error handling in SuccessPromise classes.

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r6:dfa21d507bc5 default
r203:4d9830a9bbb8 v2
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Animation.cs
97 lines | 2.5 KiB | text/x-csharp | CSharpLexer
cin
Added Impl.Fx
r3 using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
cin
Implab.Fx: implemented animation object...
r4 using System.Timers;
using System.ComponentModel;
using System.Diagnostics;
cin
Added Impl.Fx
r3
namespace Implab.Fx
{
cin
Implab.Fx: implemented animation object...
r4 public delegate void AnimationStep<T>(T target, int elapsed, int duration);
public class Animation<TArg> where TArg: class
cin
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r3 {
int m_duration;
cin
Implab.Fx: implemented animation object...
r4 int m_delay;
int m_elapsed;
int m_prevTicks;
TArg m_arg;
ISynchronizeInvoke m_syncronizationObject;
public event AnimationStep<TArg> Step;
Promise<TArg> m_promise;
public Animation(TArg target, int duration, int delay)
{
if (duration <= 0)
throw new ArgumentOutOfRangeException("duration");
if (delay <= 0)
throw new ArgumentOutOfRangeException("delay");
m_arg = target;
m_syncronizationObject = target as ISynchronizeInvoke;
m_duration = duration;
m_delay = delay;
m_promise = new Promise<TArg>();
}
public Animation(TArg target)
: this(target, 500, 30)
{
}
public TArg Traget
{
get { return m_arg; }
}
cin
Added Impl.Fx
r3
cin
Implab.Fx: implemented animation object...
r4 public Promise<TArg> Play()
{
var timer = new Timer(m_delay);
cin
*refactoring: Promise.Then now returns a new chained promise...
r6 timer.AutoReset = false;
cin
Implab.Fx: implemented animation object...
r4 timer.SynchronizingObject = m_syncronizationObject;
timer.Elapsed += new ElapsedEventHandler(timer_Elapsed);
cin
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r3
cin
Implab.Fx: implemented animation object...
r4 m_prevTicks = Environment.TickCount;
timer.Start();
return m_promise;
}
void timer_Elapsed(object sender, ElapsedEventArgs args)
{
var timer = sender as Timer;
var dt = Environment.TickCount - m_prevTicks;
m_prevTicks = Environment.TickCount;
m_elapsed += dt;
if (m_elapsed > m_duration)
m_elapsed = m_duration;
try
{
var handler = Step;
if (handler != null)
handler(m_arg, m_elapsed, m_duration);
}
catch (Exception e)
{
Trace.TraceError(e.ToString());
}
if (m_elapsed < m_duration)
timer.Start();
else
{
timer.Dispose();
m_promise.Resolve(m_arg);
}
}
cin
Added Impl.Fx
r3 }
}