本文整理汇总了C++中AutoPtr::AddAnimTo方法的典型用法代码示例。如果您正苦于以下问题:C++ AutoPtr::AddAnimTo方法的具体用法?C++ AutoPtr::AddAnimTo怎么用?C++ AutoPtr::AddAnimTo使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AutoPtr
的用法示例。
在下文中一共展示了AutoPtr::AddAnimTo方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: WaveUpdateFrame
void WaveView::WaveUpdateFrame(
/* [in] */ Float mouseX,
/* [in] */ Float mouseY,
/* [in] */ Boolean fingerDown)
{
Double distX = mouseX - mLockCenterX;
Double distY = mouseY - mLockCenterY;
Int32 dragDistance = (Int32) Elastos::Core::Math::Ceil(Elastos::Core::Math::Hypot(distX, distY));
Double touchA = Elastos::Core::Math::Atan2(distX, distY);
Float ringX = (Float) (mLockCenterX + mRingRadius * Elastos::Core::Math::Sin(touchA));
Float ringY = (Float) (mLockCenterY + mRingRadius * Elastos::Core::Math::Cos(touchA));
String strX("x");
String strY("y");
String alpha("alpha");
String scaleX("scaleX");
String scaleY("scaleY");
AutoPtr <IObjectAnimator> res;
switch (mLockState) {
case STATE_RESET_LOCK:
{
if (DBG) Logger::V(TAG, "State RESET_LOCK");
mWaveTimerDelay = WAVE_DELAY;
for (UInt32 i = 0; i < mLightWaves.GetSize(); i++) {
AutoPtr<IDrawableHolder> holder = mLightWaves[i];
holder->AddAnimTo(300, 0, alpha, 0.0f, FALSE, (IObjectAnimator**)&res);
res = NULL;
}
for (UInt32 i = 0; i < mLightWaves.GetSize(); i++) {
mLightWaves[i]->StartAnimations(
(IAnimatorUpdateListener*)this->Probe(EIID_IAnimatorUpdateListener));
}
mUnlockRing->AddAnimTo(DURATION, 0, strX, mLockCenterX, TRUE, (IObjectAnimator**)&res);
res = NULL;
mUnlockRing->AddAnimTo(DURATION, 0, strY, mLockCenterY, TRUE, (IObjectAnimator**)&res);
res = NULL;
mUnlockRing->AddAnimTo(DURATION, 0, scaleX, 0.1f, TRUE, (IObjectAnimator**)&res);
res = NULL;
mUnlockRing->AddAnimTo(DURATION, 0, scaleY, 0.1f, TRUE, (IObjectAnimator**)&res);
res = NULL;
mUnlockRing->AddAnimTo(DURATION, 0, alpha, 0.0f, TRUE, (IObjectAnimator**)&res);
res = NULL;
mUnlockDefault->RemoveAnimationFor(strX);
mUnlockDefault->RemoveAnimationFor(strY);
mUnlockDefault->RemoveAnimationFor(scaleX);
mUnlockDefault->RemoveAnimationFor(scaleY);
mUnlockDefault->RemoveAnimationFor(alpha);
mUnlockDefault->SetX(mLockCenterX);
mUnlockDefault->SetY(mLockCenterY);
mUnlockDefault->SetScaleX(0.1f);
mUnlockDefault->SetScaleY(0.1f);
mUnlockDefault->SetAlpha(0.0f);
mUnlockDefault->AddAnimTo(DURATION, SHORT_DELAY, scaleX, 1.0f, TRUE, (IObjectAnimator**)&res);
res = NULL;
mUnlockDefault->AddAnimTo(DURATION, SHORT_DELAY, scaleY, 1.0f, TRUE, (IObjectAnimator**)&res);
res = NULL;
mUnlockDefault->AddAnimTo(DURATION, SHORT_DELAY, alpha, 1.0f, TRUE, (IObjectAnimator**)&res);
res = NULL;
mUnlockHalo->RemoveAnimationFor(strX);
mUnlockHalo->RemoveAnimationFor(strY);
mUnlockHalo->RemoveAnimationFor(scaleX);
mUnlockHalo->RemoveAnimationFor(scaleY);
mUnlockHalo->RemoveAnimationFor(alpha);
mUnlockHalo->SetX(mLockCenterX);
mUnlockHalo->SetY(mLockCenterY);
mUnlockHalo->SetScaleX(0.1f);
mUnlockHalo->SetScaleY(0.1f);
mUnlockHalo->SetAlpha(0.0f);
mUnlockHalo->AddAnimTo(DURATION, SHORT_DELAY, strX, mLockCenterX, TRUE, (IObjectAnimator**)&res);
res = NULL;
mUnlockHalo->AddAnimTo(DURATION, SHORT_DELAY, strY, mLockCenterY, TRUE, (IObjectAnimator**)&res);
res = NULL;
mUnlockHalo->AddAnimTo(DURATION, SHORT_DELAY, scaleX, 1.0f, TRUE, (IObjectAnimator**)&res);
res = NULL;
mUnlockHalo->AddAnimTo(DURATION, SHORT_DELAY, scaleY, 1.0f, TRUE, (IObjectAnimator**)&res);
res = NULL;
mUnlockHalo->AddAnimTo(DURATION, SHORT_DELAY, alpha, 1.0f, TRUE, (IObjectAnimator**)&res);
res = NULL;
RemoveCallbacks(mLockTimerActions);
mLockState = STATE_READY;
break;
}
case STATE_READY:
{
if (DBG) Logger::V(TAG, "State READY");
mWaveTimerDelay = WAVE_DELAY;
break;
}
case STATE_START_ATTEMPT:
{
if (DBG) Logger::V(TAG, "State START_ATTEMPT");
mUnlockDefault->RemoveAnimationFor(strX);
mUnlockDefault->RemoveAnimationFor(strY);
mUnlockDefault->RemoveAnimationFor(scaleX);
mUnlockDefault->RemoveAnimationFor(scaleY);
mUnlockDefault->RemoveAnimationFor(alpha);
//.........这里部分代码省略.........