##// END OF EJS Templates
Improved AsyncQueue...
Improved AsyncQueue Removed ImplabFx

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r6:dfa21d507bc5 default
r233:d6fe09f5592c 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
Added Impl.Fx
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 }
}