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JFPropertyAnimation.swift
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JFPropertyAnimation.swift
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//
// JFPropertyAnimation.swift
// JFCommon
//
// Created by Jason Fuerstenberg on 2014-06-04.
// Copyright (c) 2014 Jay Fuerstenberg Creative. All rights reserved.
//
// http://www.jayfuerstenberg.com
// jay@jayfuerstenberg.com
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
import Foundation
/*
* An animation which is applied against a target
* (implementing the JFPropertyAnimatable protocol)
* and its property.
*/
class JFPropertyAnimation {
// The animatable target.
var target: JFPropertyAnimatable
// The property being animated.
var propertyId: UInt = 0
// The func/closure to be notified upon each change in value.
var changeHandler: (currentValue: Float) -> Void
// The func/closure to be notified upon completion of the animation.
var completionHandler: (object: JFPropertyAnimatable, propertyId: UInt, playLoop: Int) -> Void
// The array of values to iterate over.
var animationAdvancementArray: NSMutableArray = NSMutableArray()
// The index into the above array.
var animationAdvancementIndex: Int = 0
// The number of times this animation plays/repeats.
var playCount: Int = 0
// The current play index.
var playIndex: Int = 1
// The flag denoting whether the animation is paused or not.
var paused: Bool = false
// The flag denoting whether the animation is stopped or not.
var stopped: Bool = false
// Genral purpose tag.
var tag: UInt = 0
init(target: JFPropertyAnimatable) {
self.target = target
func doNothingChangeHandler(currentValue: Float) -> Void { /* do nothing */ }
changeHandler = doNothingChangeHandler
func doNothingCompletionHandler(object: JFPropertyAnimatable, propertyId: UInt, playLoop: Int) -> Void { /* do nothing */ }
completionHandler = doNothingCompletionHandler
}
func advance() {
if (paused || stopped || hasReachedEnd()) {
return
}
var newValue = animationAdvancementArray[animationAdvancementIndex] as Float
target.setAnimatablePropertyToNewValue(propertyId, newValue: newValue)
animationAdvancementIndex++
}
func hasReachedEnd() -> Bool {
var count: Int = animationAdvancementArray.count
return animationAdvancementIndex >= count
}
func repeat() {
if (paused || stopped) {
return
}
animationAdvancementIndex = 0
playIndex++
}
func pause() {
paused = true
}
func unpause() {
paused = false
}
func stop() {
stopped = true
}
}