friz
An animation control system for JUCE
Loading...
Searching...
No Matches
Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12345]
 Cfriz::AnimatedValueAbstract base class for objects that can generate a useful series of values to drive UI animations
 Cfriz::TimedValue
 Cfriz::ConstantA class that generates a single constant value for its duration
 Cfriz::LinearSimple linear interpolator
 Cfriz::ParametricA class that can generate different parametric easing curves
 Cfriz::SinusoidSine/Cosine wave generator
 Cfriz::ToleranceValue
 Cfriz::EasingCurve
 Cfriz::EaseInA slew-based ease in curve – accelerates quickly, then decelerates as it approaches the end value
 Cfriz::SmoothedValueAn animated value whose end value can be changed while the animation is in progress
 Cfriz::EaseOutA slew-based acceleration. starts slowly & accelerates
 Cfriz::SpringAccelerates toward the end value – if this acceleration takes it past the end value, it enters a mode where it acts like a simplified oscillating spring; the behavior of the oscillation can be loosened or tightened using the dampen parameter
 Cfriz::AnimationTypeAbstract base class; all the real action happens in the derived templated Animation class, below
 Cfriz::Animation< ValueCount >This class owns a number of AnimatedValue objects. On each animation frame it gets the next calculated value from each of the value objects and passes those values to its OnUpdate handler. When all of the values in the animation have reached their end states, calls the OnCompletion handler
 Cfriz::ChainA container animation object that holds several animations and executes them in order
 Cfriz::Sequence< ValueCount >An Animation class that can hold multiple Animation objects and execute them in sequence
 Cfriz::AnimatorA class that can own Animation objects and execute them at a regular interval
 Cfriz::Controller
 Cfriz::AsyncControllerController to support clocking an animation manually, or at rates that aren't tied to wall-clock time (e.g. rendering an animation faster than realtime)
 Cfriz::TimeController
 Cfriz::FrameRateCalculatorCalculate the actual current (average) frame rate as measured at runtime
 Cjuce::Timer
 Cfriz::TimeController
 Cfriz::UpdateSource< ValueCount >
 Cfriz::Animation< ValueCount >This class owns a number of AnimatedValue objects. On each animation frame it gets the next calculated value from each of the value objects and passes those values to its OnUpdate handler. When all of the values in the animation have reached their end states, calls the OnCompletion handler
 Cfriz::Sequence< ValueCount >An Animation class that can hold multiple Animation objects and execute them in sequence