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/*
 * Copyright 2004-2013 ICEsoft Technologies Canada Corp.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the
 * License. You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing,
 * software distributed under the License is distributed on an "AS
 * IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
 * express or implied. See the License for the specific language
 * governing permissions and limitations under the License.
 */

package com.icesoft.faces.context.effects;

import com.icesoft.faces.util.CoreUtils;

import java.io.Serializable;

/**
 * Base class for all javascript effects
 */
public abstract class Effect implements Serializable{


    protected EffectsArguments ea = new EffectsArguments();
    private boolean queued;
    private boolean queueEnd;
    private boolean fired;
    private boolean transitory = true;
    private float duration;
    private float fps; // Max 25fps
    private float from;
    private float to;
    private boolean sync;
    private float delay;
    private String queue;
    private boolean submit;
    private String id;
    private String sequence;
    private int sequenceId;


    /**
     * Transitory effects return a component to its original state. This flag is
     * used to stop javascript from performing a partial submit at the end of an
     * effect.
     * 

* Example highlight. * * @return */ public boolean isTransitory() { return transitory; } /** * Transitory effects do not alter the display state. (Example: pulsate, shake) * However other effects change css style properties, and in some cases * the application needs to be aware of these changes. (For refreshing a page for example) * * When css changes need to be sent to the application you need to set the transitory * property to false. The framework will then populate a hidden field with the new style * information. Ready to be sent on the next submit. * * However, if you need to send the new style information immediately you need to set the submit attribute * to true as well. This will fire a partial submit at the end of the effect. * * * Default is true * * @param transitory true to not populate the css style changes, false to populate css style changes */ public void setTransitory(boolean transitory) { this.transitory = transitory; } /** * @return * @deprecated */ public boolean isQueued() { return queued; } /** * @param queued * @deprecated */ public void setQueued(boolean queued) { this.queued = queued; } /** * @return * @deprecated */ public boolean isQueueEnd() { return queueEnd; } /** * @param queueEnd * @deprecated */ public void setQueueEnd(boolean queueEnd) { this.queueEnd = queueEnd; } /** * Has this effect been fired. ONly effects that have not been fired are * sent to the browser * * @return */ public boolean isFired() { return fired; } /** * Set if this effect has been fired. When this flag is set to false * the effect will be sent to the browser on the next render pass. * * After being fired Icefaces will set this flag to true. To resend this * effect set the flag to false. * * @param fired */ public void setFired(boolean fired) { this.fired = fired; } /** * Get the duration of the effect (In seconds) * * @return */ public float getDuration() { return duration; } /** * Set the duration of the effect (In seconds) * * @param duration */ public void setDuration(float duration) { this.duration = duration; ea.add("duration", duration); } /** * Get the frames per second of this effect * * @return */ public float getFps() { return fps; } /** * Set the frames per second of this effect. max is 25 * * @param fps */ public void setFps(float fps) { if (fps > 25f) { throw new IllegalArgumentException("FPS max is 25"); } this.fps = fps; ea.add("fps", fps); } /** * Gets the starting point of the transition, a float between 0.0 and 1.0. * Defaults to 0.0. * * @return */ public float getFrom() { return from; } /** * Sets the starting point of the transition, a float between 0.0 and 1.0. * Defaults to 0.0. * * @param from */ public void setFrom(float from) { this.from = from; ea.add("from", from); } /** * Gets the end point of the transition, a float between 0.0 and 1.0. * Defaults to 1.0. * * @return */ public float getTo() { return to; } /** * Sets the end point of the transition, a float between 0.0 and 1.0. * Defaults to 1.0. * * @param to */ public void setTo(float to) { this.to = to; ea.add("to", to); } /** * Gets whether the effect should render new frames automatically (which it * does by default). If true, you can render frames manually by calling the * render() instance method of an effect. This is used by * Effect.Parallel(). * * @return */ public boolean isSync() { return sync; } /** * Sets whether the effect should render new frames automatically (which it * does by default). If true, you can render frames manually by calling the * render() instance method of an effect. This is used by * Effect.Parallel(). * * @param sync */ public void setSync(boolean sync) { this.sync = sync; ea.add("sync", sync); } /** * Gets the delay before invoking the effect * * @return */ public float getDelay() { return delay; } /** * Sets the delay before invoking the effect * * @param delay */ public void setDelay(float delay) { this.delay = delay; ea.add("delay", delay); } /** * Gets queuing options. When used with a string, can be 'front' or 'end' to * queue the effect in the global effects queue at the beginning or end, or * a queue parameter object that can have {position:'front/end', * scope:'scope', limit:1} * * @return */ public String getQueue() { return queue; } /** * Sets queuing options. When used with a string, can be 'front' or 'end' to * queue the effect in the global effects queue at the beginning or end, or * a queue parameter object that can have {position:'front/end', * scope:'scope', limit:1} * * @param queue */ public void setQueue(String queue) { this.queue = queue; ea.add("queue", queue); } /** * Gets is this effect should fire partial submit when finished * * @return */ public boolean isSubmit() { return submit; } /** * Sets is this effect should fire partial submit when finished. * Transitory also needs to be set to true. * * default is false * * @param submit */ public void setSubmit(boolean submit) { this.submit = submit; ea.add("submit", submit); } /** * get the name of the Function call to invoke the effect * * @return */ public abstract String getFunctionName(); public String toString(String var, String lastCall) { if (queued) { ea.add("queue", "front"); } if (queueEnd) { ea.add("queue", "end"); } if (!transitory) { ea.add("uploadCSS", "true"); } if (lastCall != null) { ea.addFunction("iceFinish", "function(){" + lastCall + "}"); } return getFunctionName() + "(" + var + ea.toString(); } public String toString() { return toString("id", null); } /** * Get the HTML ID of the element t * * @return */ public String getId() { return id; } /** * Set the HTML ID of the element t * * @param id */ public void setId(String id) { this.id = id; } /** * Get the name of the sequence this effect is in * * @return */ public String getSequence() { return sequence; } /** * Set the name of the sequence this effect is in. * * @param sequence */ public void setSequence(String sequence) { this.sequence = sequence; } /** * Get the ID or position of this effect in a sequence * * @return */ public int getSequenceId() { return sequenceId; } /** * Set the ID or position of this effect in a sequence * * @param sequenceId */ public void setSequenceId(int sequenceId) { this.sequenceId = sequenceId; } public void setOptions(String options){ ea.setOptions(options); } public int hashCode() { return getIntfromString(toString()); } public int getIntfromString(String s) { int r = 0; char[] ca = s.toCharArray(); for (int i = 0; i < ca.length; i++) { r += (int) ca[i]; } return r; } public boolean equals(Object obj) { if (!(obj instanceof Effect)) { return false; } Effect effect = (Effect) obj; if (!CoreUtils.objectsEqual(ea, effect.ea)) { return false; } if (queued != effect.queued) { return false; } if (queueEnd != effect.queueEnd) { return false; } if (fired != effect.fired) { return false; } if (transitory != effect.transitory) { return false; } if (duration != effect.duration) { return false; } if (fps != effect.fps) { return false; } if (from != effect.from) { return false; } if (to != effect.to) { return false; } if (sync != effect.sync) { return false; } if (delay != effect.delay) { return false; } if (!CoreUtils.objectsEqual(queue, effect.queue)) { return false; } if (submit != effect.submit) { return false; } if (!CoreUtils.objectsEqual(id, effect.id)) { return false; } if (!CoreUtils.objectsEqual(sequence, effect.sequence)) { return false; } if (sequenceId != effect.sequenceId) { return false; } return true; } }





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