##// END OF EJS Templates
Added ResetState to RunnableComponent to reset in case of failure...
Added ResetState to RunnableComponent to reset in case of failure Added StateChanged event to IRunnable Renamed Promise.SUCCESS -> Promise.Success Added Promise.FromException Renamed Bundle -> PromiseAll in PromiseExtensions

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r6:dfa21d507bc5 default
r205:8200ab154c8a 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
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r4 using System.Timers;
using System.ComponentModel;
using System.Diagnostics;
cin
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r3
namespace Implab.Fx
{
cin
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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
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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
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r3
cin
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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
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r4 timer.SynchronizingObject = m_syncronizationObject;
timer.Elapsed += new ElapsedEventHandler(timer_Elapsed);
cin
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r3
cin
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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 }
}