CAnimationBaseObject Class
The base class for all animation objects.
class CAnimationBaseObject : public CObject;
Members
Public Constructors
Name |
Description |
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Overloaded. Constructs an animation object. |
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The destructor. Called when an animation object is being destroyed. |
Public Methods
Name |
Description |
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Adds transitions to storyboard with encapsulated animation variable. |
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Removes all related transitions. |
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Determines whether an animation object contains a particular animation variable. |
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Creates transitions associated with an animation object. |
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Detaches an animation object from parent animation controller. |
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Sets up Integer Value Changed event handler. |
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Sets up Value Changed event handler. |
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Tells whether related transition are destroyed automatically. |
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Returns current Group ID. |
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Returns current Object ID. |
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Returns user defined data. |
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Sets a flag that orders to automatically destroy transitions. |
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Sets new IDs. |
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Sets user-defined data. |
Protected Methods
Name |
Description |
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Collects pointers to contained animation variables. |
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Establishes relationship between animation variables, contained in an animation object, and their container. |
Protected Data Members
Name |
Description |
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Specifies whether related transitions should be automatically destroyed. |
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Stores user-defined data. |
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Specifies the Group ID of the animation object. |
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Specifes the Object ID of the animation object. |
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A pointer to the parent animation controller. |
Remarks
This class implements basic methods for all animation objects. An animation object can represent a value, point, size, rectangle or color in an application, as well as any custom entity. Animation objects are stored in animation groups (see CAnimationGroup). Each group can be animated separately and can be treated as an analogue of storyboard. An animation object encapsulates one or more animation variables (see CAnimationVariable), depending on its logical representation. For example, CAnimationRect contains four animation variables - one variable for each side of rectangle. Each animation object class exposes overloaded AddTransition method, which should be used to apply transitions to encapsulated animation variables. An animation object can be identified by Object ID (optionally) and by Group ID. A Group ID is necessary in order to place an animation object to correct group, but if a Group ID is not specified, an object is placed in the default group with ID 0. If you call SetID with different GroupID, an animation object will be moved to another group (a new group is created if necessary).
Inheritance Hierarchy
Requirements
Header: afxanimationcontroller.h