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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_VIEWS_CONTROLS_THROBBER_H_
#define UI_VIEWS_CONTROLS_THROBBER_H_
#pragma once
#include "base/basictypes.h"
#include "base/compiler_specific.h"
#include "base/time.h"
#include "base/timer.h"
#include "ui/views/view.h"
class SkBitmap;
namespace views {
// Throbbers display an animation, usually used as a status indicator.
class VIEWS_EXPORT Throbber : public View {
public:
// |frame_time_ms| is the amount of time that should elapse between frames
// (in milliseconds)
// If |paint_while_stopped| is false, this view will be invisible when not
// running.
Throbber(int frame_time_ms, bool paint_while_stopped);
Throbber(int frame_time_ms, bool paint_while_stopped, SkBitmap* frames);
virtual ~Throbber();
// Start and stop the throbber animation
virtual void Start();
virtual void Stop();
// Set custom throbber frames. Otherwise IDR_THROBBER is loaded.
void SetFrames(const SkBitmap* frames);
// Overridden from View:
virtual gfx::Size GetPreferredSize() OVERRIDE;
virtual void OnPaint(gfx::Canvas* canvas) OVERRIDE;
protected:
// Specifies whether the throbber is currently animating or not
bool running_;
private:
void Run();
bool paint_while_stopped_;
int frame_count_; // How many frames we have.
base::Time start_time_; // Time when Start was called.
const SkBitmap* frames_; // Frames bitmaps.
base::TimeDelta frame_time_; // How long one frame is displayed.
base::RepeatingTimer<Throbber> timer_; // Used to schedule Run calls.
DISALLOW_COPY_AND_ASSIGN(Throbber);
};
// A SmoothedThrobber is a throbber that is representing potentially short
// and nonoverlapping bursts of work. SmoothedThrobber ignores small
// pauses in the work stops and starts, and only starts its throbber after
// a small amount of work time has passed.
class VIEWS_EXPORT SmoothedThrobber : public Throbber {
public:
SmoothedThrobber(int frame_delay_ms);
SmoothedThrobber(int frame_delay_ms, SkBitmap* frames);
virtual ~SmoothedThrobber();
virtual void Start() OVERRIDE;
virtual void Stop() OVERRIDE;
void set_start_delay_ms(int value) { start_delay_ms_ = value; }
void set_stop_delay_ms(int value) { stop_delay_ms_ = value; }
private:
// Called when the startup-delay timer fires
// This function starts the actual throbbing.
void StartDelayOver();
// Called when the shutdown-delay timer fires.
// This function stops the actual throbbing.
void StopDelayOver();
// Delay after work starts before starting throbber, in milliseconds.
int start_delay_ms_;
// Delay after work stops before stopping, in milliseconds.
int stop_delay_ms_;
base::OneShotTimer<SmoothedThrobber> start_timer_;
base::OneShotTimer<SmoothedThrobber> stop_timer_;
DISALLOW_COPY_AND_ASSIGN(SmoothedThrobber);
};
// A CheckmarkThrobber is a special variant of throbber that has three states:
// 1. not yet completed (which paints nothing)
// 2. working (which paints the throbber animation)
// 3. completed (which paints a checkmark)
//
class VIEWS_EXPORT CheckmarkThrobber : public Throbber {
public:
CheckmarkThrobber();
// If checked is true, the throbber stops spinning and displays a checkmark.
// If checked is false, the throbber stops spinning and displays nothing.
void SetChecked(bool checked);
// Overridden from Throbber:
virtual void OnPaint(gfx::Canvas* canvas) OVERRIDE;
private:
static const int kFrameTimeMs = 30;
// Whether or not we should display a checkmark.
bool checked_;
// The checkmark image.
const SkBitmap* checkmark_;
DISALLOW_COPY_AND_ASSIGN(CheckmarkThrobber);
};
} // namespace views
#endif // UI_VIEWS_CONTROLS_THROBBER_H_