CAbstractAnimation
Forward playback time in milliseconds, with repeat and value-direction control. currentTime()/setCurrentTime() use elapsed time across all loops, independent of direction. currentLoopTime() is the directed position within one loop. duration() is one loop; totalDuration() is all loops, or -1 for endless playback. autoReverse alternates the value direction on odd loops. Each leg counts once.
Module animation/CAbstractAnimation.js. This class is available through the browser modules in the download.
Declared members
readonly stateChanged: CSignal<[CAnimationState, CAnimationState]>;readonly finished: CSignal<[]>;readonly destroyed: CSignal<[]>;readonly currentTimeChanged: CSignal<[number]>;Emitted after value updates when total elapsed playback time changes.
readonly currentLoopChanged: CSignal<[number]>;readonly directionChanged: CSignal<[CAnimationDirection]>;isDestroyed(): boolean;isExternallyDriven(): boolean;setDrivenBackward(backward: boolean): void;@internal A containing group supplies both time and traversal direction.
setExternalClock(external: boolean): void;@internal Groups may supply time instead of scheduling an independent clock.
state(): CAnimationState;duration(): number;currentTime(): number;currentLoop(): number;loopCount(): number;direction(): CAnimationDirection;autoReverse(): boolean;currentDirection(): CAnimationDirection;Effective direction of the value, including alternating and containing groups.
totalDuration(): number;currentLoopTime(): number;setLoopCount(count: number): void;setDirection(direction: CAnimationDirection): void;setAutoReverse(enabled: boolean): void;setDuration(duration: number): void;applyCurrentValue(): void;Reapplies the current value without changing playback time or state.
setCurrentTime(time: number): void;Seeks elapsed playback time across all loops; a running endpoint seek finishes.
start(): void;Starts a new run. Direction Backward starts with the last value.
pause(): void;resume(): void;stop(): void;Stops without emitting finished and retains displayed time/value.
protected updateState(_state: CAnimationState, _previous: CAnimationState): void;protected updateCurrentLoop(_loop: number, _previous: number): void;Called before currentLoopChanged when the elapsed-time loop changes.
protected abstract updateCurrentTime(time: number): void;destroy(): void;