WheelFlingPlatformGestureCurve.h   [plain text]


/*
 * Copyright (C) 2012 Google Inc. All rights reserved.
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 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
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 *
 * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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 * DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY
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#ifndef WheelFlingPlatformGestureCurve_h
#define WheelFlingPlatformGestureCurve_h

#include "FloatPoint.h"
#include "PlatformGestureCurve.h"
#include <wtf/OwnPtr.h>
#include <wtf/PassOwnPtr.h>

namespace WebCore {

class PlatformGestureCurveTarget;

// Implementation of PlatformGestureCurve suitable for mouse wheel-based fling
// scroll. A Rayleigh distribtution curve is used to define the velocity profile,
// so velocity starts at zero, accelerates to a maximum proportional to 'velocity',
// then gently tails off to zero again.
class WheelFlingPlatformGestureCurve : public PlatformGestureCurve {
public:
    static PassOwnPtr<PlatformGestureCurve> create(const FloatPoint& velocity);
    virtual ~WheelFlingPlatformGestureCurve();

    virtual const char* debugName() const { return "WheelFling"; }
    virtual bool apply(double time, PlatformGestureCurveTarget*);

private:
    WheelFlingPlatformGestureCurve(const FloatPoint& velocity);

    FloatPoint m_velocity;
    IntPoint m_cumulativeScroll;
};

} // namespace WebCore

#endif