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/*
* Copyright (c) 2010, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef ScrollAnimator_h
#define ScrollAnimator_h
#include "platform/PlatformExport.h"
#include "platform/PlatformWheelEvent.h"
#include "platform/geometry/FloatSize.h"
#include "platform/scroll/ScrollTypes.h"
#include "wtf/FastAllocBase.h"
#include "wtf/Forward.h"
#include "wtf/Noncopyable.h"
namespace blink {
class FloatPoint;
class ScrollableArea;
class Scrollbar;
class PLATFORM_EXPORT ScrollAnimator {
WTF_MAKE_FAST_ALLOCATED; WTF_MAKE_NONCOPYABLE(ScrollAnimator);
public:
static PassOwnPtr<ScrollAnimator> create(ScrollableArea*);
virtual ~ScrollAnimator();
// Computes a scroll destination for the given parameters. Returns false if
// already at the destination. Otherwise, starts scrolling towards the
// destination and returns true. Scrolling may be immediate or animated.
// The base class implementation always scrolls immediately, never animates.
virtual bool scroll(ScrollbarOrientation, ScrollGranularity, float step, float delta);
virtual void scrollToOffsetWithoutAnimation(const FloatPoint&);
ScrollableArea* scrollableArea() const { return m_scrollableArea; }
virtual void setIsActive() { }
virtual bool handleWheelEvent(const PlatformWheelEvent&);
#if OS(MACOSX)
virtual void handleWheelEventPhase(PlatformWheelEventPhase) { }
#endif
void setCurrentPosition(const FloatPoint&);
FloatPoint currentPosition() const;
virtual void cancelAnimations() { }
virtual void serviceScrollAnimations() { }
virtual void contentAreaWillPaint() const { }
virtual void mouseEnteredContentArea() const { }
virtual void mouseExitedContentArea() const { }
virtual void mouseMovedInContentArea() const { }
virtual void mouseEnteredScrollbar(Scrollbar*) const { }
virtual void mouseExitedScrollbar(Scrollbar*) const { }
virtual void willStartLiveResize() { }
virtual void contentsResized() const { }
virtual void willEndLiveResize() { }
virtual void contentAreaDidShow() const { }
virtual void contentAreaDidHide() const { }
virtual void finishCurrentScrollAnimations() { }
virtual void didAddVerticalScrollbar(Scrollbar*) { }
virtual void willRemoveVerticalScrollbar(Scrollbar*) { }
virtual void didAddHorizontalScrollbar(Scrollbar*) { }
virtual void willRemoveHorizontalScrollbar(Scrollbar*) { }
virtual bool shouldScrollbarParticipateInHitTesting(Scrollbar*) { return true; }
virtual void notifyContentAreaScrolled(const FloatSize&) { }
virtual bool isRubberBandInProgress() const { return false; }
protected:
explicit ScrollAnimator(ScrollableArea*);
virtual void notifyPositionChanged();
ScrollableArea* m_scrollableArea;
float m_currentPosX; // We avoid using a FloatPoint in order to reduce
float m_currentPosY; // subclass code complexity.
private:
float clampScrollPosition(ScrollbarOrientation, float);
};
} // namespace blink
#endif // ScrollAnimator_h