<commit_before>////////////////////////////////////////////////////////////////////////////////
//
//  ADOBE SYSTEMS INCORPORATED
//  Copyright 2008 Adobe Systems Incorporated
//  All Rights Reserved.
//
//  NOTICE: Adobe permits you to use, modify, and distribute this file
//  in accordance with the terms of the license agreement accompanying it.
//
////////////////////////////////////////////////////////////////////////////////
package flex.effects
{
import flash.events.EventDispatcher;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.utils.getTimer;

import flex.effects.easing.IEaser;
import flex.effects.easing.Linear;
import flex.effects.easing.Sine;
import flex.effects.interpolation.ArrayInterpolator;
import flex.effects.interpolation.IInterpolator;
import flex.effects.interpolation.NumberArrayInterpolator;
import flex.effects.interpolation.NumberInterpolator;
import flex.events.AnimationEvent;

/**
 * Dispatched when the animation starts. The first 
 * <code>animationUpdate</code> event is dispatched at the 
 * same time.
 *
 * @eventType flex.events.AnimationEvent.ANIMATION_START
 */
[Event(name="animationStart", type="flex.events.AnimationEvent")]

/**
 * Dispatched every time the animation updates the target.
 *
 * @eventType flex.events.AnimationEvent.ANIMATION_UPDATE
 */
[Event(name="animationUpdate", type="flex.events.AnimationEvent")]

/**
 * Dispatched when the animation begins a new repetition, for
 * any effect that is repeated more than once.
 * An <code>animationUpdate</code> event is also dispatched 
 * at the same time.
 *
 * @eventType flex.events.AnimationEvent.ANIMATION_REPEAT
 */
[Event(name="animationRepeat", type="flex.events.AnimationEvent")]

/**
 * Dispatched when the effect ends. An <code>animationUpdate</code> event 
 * is also dispatched at the same time. A repeating animation dispatches 
 * this event only after the final repetition.
 *
 * @eventType flex.events.AnimationEvent.ANIMATION_END
 */
[Event(name="animationEnd", type="flex.events.AnimationEvent")]

/**
 * The Animation class defines an animation that happens between 
 * start and end values over a specified period of time.
 * The animation can be a change in position, such as performed by
 * the Move effect; a change in size, as performed by the Resize effect;
 * a change in visibility, as performed by the Fade effect; or other 
 * types of animations used by effects or run directly with Animation.
 * This class defines the timing and value parts of the animation; other
 * code, either in effects or in application code, associate the animation
 * with objects and properties, such that the animated values produced by
 * Animation can then be applied to target objects and properties to actually
 * cause these objects to animate.
 *
 * <p>When defining animation effects, developers typically create an
 * instance of the Animate class, or some subclass thereof, which creates
 * an Animation in the <code>play()</code> method. The Animation instance
 * accepts start and end values, a duration, and optional parameters such as
 * easer and interpolator objects.</p>
 * 
 * <p>The Animation object calls listeners and the start and end of the animation,
 * as well as when the animation repeats and at regular update intervals during
 * the animation. These calls pass values which Animation calculated from
 * the start and end values and the easer and interpolator objects. These
 * values can then be used to set property values on target objects.</p>
 *
 *  @see flex.effects.Animate
 *  @see flex.effects.effectClasses.AnimateInstance
 */
public class Animation extends EventDispatcher
{
    /**
     * TODOs:
     * - seek? reverse?
     */

    include "../core/Version.as";
<commit_msg>Transferred from the Adobe Open Source Subversion Repository<commit_after>////////////////////////////////////////////////////////////////////////////////
//
//  ADOBE SYSTEMS INCORPORATED
//  Copyright 2008 Adobe Systems Incorporated
//  All Rights Reserved.
//
//  NOTICE: Adobe permits you to use, modify, and distribute this file
//  in accordance with the terms of the license agreement accompanying it.
//
////////////////////////////////////////////////////////////////////////////////
package mx.effects
{
import flash.events.EventDispatcher;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.utils.getTimer;

import mx.effects.easing.IEaser;
import mx.effects.easing.Linear;
import mx.effects.easing.Sine;
import mx.effects.interpolation.ArrayInterpolator;
import mx.effects.interpolation.IInterpolator;
import mx.effects.interpolation.NumberArrayInterpolator;
import mx.effects.interpolation.NumberInterpolator;
import mx.events.AnimationEvent;

/**
 * Dispatched when the animation starts. The first 
 * <code>animationUpdate</code> event is dispatched at the 
 * same time.
 *
 * @eventType mx.events.AnimationEvent.ANIMATION_START
 */
[Event(name="animationStart", type="mx.events.AnimationEvent")]

/**
 * Dispatched every time the animation updates the target.
 *
 * @eventType mx.events.AnimationEvent.ANIMATION_UPDATE
 */
[Event(name="animationUpdate", type="mx.events.AnimationEvent")]

/**
 * Dispatched when the animation begins a new repetition, for
 * any effect that is repeated more than once.
 * An <code>animationUpdate</code> event is also dispatched 
 * at the same time.
 *
 * @eventType mx.events.AnimationEvent.ANIMATION_REPEAT
 */
[Event(name="animationRepeat", type="mx.events.AnimationEvent")]

/**
 * Dispatched when the effect ends. An <code>animationUpdate</code> event 
 * is also dispatched at the same time. A repeating animation dispatches 
 * this event only after the final repetition.
 *
 * @eventType mx.events.AnimationEvent.ANIMATION_END
 */
[Event(name="animationEnd", type="mx.events.AnimationEvent")]

/**
 * The Animation class defines an animation that happens between 
 * start and end values over a specified period of time.
 * The animation can be a change in position, such as performed by
 * the Move effect; a change in size, as performed by the Resize effect;
 * a change in visibility, as performed by the Fade effect; or other 
 * types of animations used by effects or run directly with Animation.
 * This class defines the timing and value parts of the animation; other
 * code, either in effects or in application code, associate the animation
 * with objects and properties, such that the animated values produced by
 * Animation can then be applied to target objects and properties to actually
 * cause these objects to animate.
 *
 * <p>When defining animation effects, developers typically create an
 * instance of the Animate class, or some subclass thereof, which creates
 * an Animation in the <code>play()</code> method. The Animation instance
 * accepts start and end values, a duration, and optional parameters such as
 * easer and interpolator objects.</p>
 * 
 * <p>The Animation object calls listeners and the start and end of the animation,
 * as well as when the animation repeats and at regular update intervals during
 * the animation. These calls pass values which Animation calculated from
 * the start and end values and the easer and interpolator objects. These
 * values can then be used to set property values on target objects.</p>
 *
 *  @see mx.effects.Animate
 *  @see mx.effects.effectClasses.FxAnimateInstance
 */
public class Animation extends EventDispatcher
{
    /**
     * TODOs:
     * - seek? reverse?
     */

    include "../core/Version.as";

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